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  1. #11
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Can we have please dungeons with this paths design again?

    Old Nanawa Mine


    Mun-Tuy-Cellars



    It can be subterrain open-world dungeons again, with FATE bosses that drop keys for the chests there (would need the gold medal from the FATE to get a chance for the key drop. Maybe double chance than Atma?). Also with Aetherite for leves, of course ^^
    (2)
    Last edited by Felis; 05-25-2015 at 07:55 PM.

  2. #12
    Player
    Chambers's Avatar
    Join Date
    Sep 2013
    Posts
    224
    Character
    The Liar
    World
    Goblin
    Main Class
    Dark Knight Lv 60
    The great thing about those dungeons were also the worst things about those dungeons. They were loooooooong.

    Also:

    Quote Originally Posted by Yzuna View Post
    While it might be fun the first time (or the few first times) it gets boring very quickly.
    (1)
    Last edited by Chambers; 05-25-2015 at 08:18 PM.

  3. #13
    Player
    Yzuna's Avatar
    Join Date
    Sep 2012
    Posts
    120
    Character
    Yzuna Oengus
    World
    Omega
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Chambers View Post
    The great thing about those dungeons were also the worst things about those dungeons. They were loooooooong.

    Also to quote you:
    They were, but you didn't had to clear them all in once.
    Sometimes to had to go there retrieve an item for a quest, sometimes to get/do another kind of quest. Or to do a particuliar boss that might drop something you want.
    The upside of those kind of dungeons, instanced or not, is that clearing it wasn't a requirement to actually get something. Sure if you find friends who, like you, had 5-6 hours to spend in there to clear it entirely, you could. But it wasn't considered a failure to just do a couple of quest, wings and/or bosses and call it a day.
    And, since it was actually challenging, that you had to be carefull, prepare yourself, communicate with your fellow group members, and that it has a lots of things to do, it was rarely boring. Or at least, not for a while.

    FFXIV dungeons are boring, mostly because it's straightforward, easy and repetitive.

    I actually had more fun in MMO where death was (kind of) punishing. Because you don't want to die, you do everything you can to avoid that. Prepare yourself, communicate even if you know the content. In FFXIV, you don't care at all about dying. Who eats food in FFXIV ? Not a lot of players I bet. Is it because it's useless ? No it gives you a nice boost. But because no-one cares about dying and retry. In FFXI, foods was almost mandatory for mid-lvl/HL content. Because you didn't want to die and loose 2k XP.
    (2)

  4. #14
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Yzuna View Post
    Who eats food in FFXIV ? Not a lot of players I bet. Is it because it's useless ? No it gives you a nice boost. But because no-one cares about dying and retry. In FFXI, foods was almost mandatory for mid-lvl/HL content. Because you didn't want to die and loose 2k XP.
    outside raids no1 , other than low lvl food for 3% exp boost :P

    i would love traps , and bosses that arent put in a random CIRCLE again , tired of fighting in "arenas"
    (3)

  5. #15
    Player
    Yzuna's Avatar
    Join Date
    Sep 2012
    Posts
    120
    Character
    Yzuna Oengus
    World
    Omega
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Warlyx View Post
    i would love traps , and bosses that arent put in a random CIRCLE again , tired of fighting in "arenas"
    Would love that too. And/or stuff like puzzle, puzzle jumps would be fun to have too. (maybe not in instanced stuff, because doing them over and over again would not be fun.
    (0)

  6. #16
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Felis View Post
    Can we have please dungeons with this paths design again?

    Old Nanawa Mine


    Mun-Tuy-Cellars



    It can be subterrain open-world dungeons again, with FATE bosses that drop keys for the chests there (would need the gold medal from the FATE to get a chance for the key drop. Maybe double chance than Atma?). Also with Aetherite for leves, of course ^^
    Ew, that looks boring beyond belief. I can see where the "every place looks the same" came from when 1.0 had its issues listed.
    (2)

  7. #17
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    I get they want to "discourage" speedruns in dungeons, but maybe they can go about it in another way. Having gates every one or two packs of mobs, in all honesty, makes the dungeon feel dull. All the new dungeons are more or less the same. Maybe use the gates in one or two of the new dungeons but not all of them. I'm sure the team can come up with something else.

    One problem I have with gates is they make ilvs completely pointless. You could go into any of the new dungeons in ilv70 and be fine because you take on very little mobs at a time. Another is they're repetitive and they make all the dungeons feel the same. If we say... had to pick up wood, rope, etc and "build" our own bridge a few times it would have been more interesting. But every dungeon is pretty much just...get to the gate, kill the mobs, gate drops... They could also make trash mobs hard. Not extremely hard, but hard enough that you CANNOT pull more than one pack at a time...or something. I really, really liked tam tara HM, and was hoping the same amount of creativity would be utilized.
    (1)

  8. #18
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    I'd like to see them take a page out of FFXI's book and have much tougher normal mobs. Does anyone care what the regular mob is you're fighting? They all die so quickly, especially when AoEs are involved. Give us fewer mobs but make them tougher, almost like minibosses. Make me pay attention to what I'm doing because of actual risk.

    And while they're at it, they could really stand to make the enemies more distinctive from each other. It feels like most of them just might as well be palette swaps for all the lack of a difference in how you engage them. The only thing that comes even close is the marborol enemies. There's nothing remotely as threatening as fighting a mandragora in XI who could AoE sleep your healer if they were too close, goblins using Bomb Toss early, and there's certainly nothing as exciting and dangerous as exping in Ifrit's Cauldron as a Beastmaster.
    (3)

  9. #19
    Player
    h0tNstilettos's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    565
    Character
    Samira Starlightzz
    World
    Leviathan
    Main Class
    Red Mage Lv 70
    I read somewhere recently where Yoshi replied to a question where someone had asked about this very thing. Yoshi said that they would love to do larger dungeons with more to it, less linear, more bosses, etc, but it isn't possible with the rate they release content. There just isn't enough time between patches to do so, and he said he thinks players would prefer content released at a frequent rate rather than a longer wait between patches, so they would stick to how dungeons and raids are currently done for the time being.

    Yoshi and them also once said there are many things they would like to do, but cannot do until they drop PS3 support. The PS3 already has trouble handling the game. They were going to drop PS3 support by the first expansion, but apparently they decided to keep supporting it through Heavensward.
    (0)

  10. #20
    Player
    Riepah's Avatar
    Join Date
    Aug 2013
    Posts
    1,324
    Character
    Riepah Redeemer
    World
    Cactuar
    Main Class
    Archer Lv 70
    I support any kind of more challenging small group content. I enjoy small groups a lot more than 8 man content to begin with, the fact that it's currently too easy and the rewards aren't anything exciting is the biggest drawback to small group content, so I'd love to see that addressed.
    (1)

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