Yes, lets ask for a suggestion / example, and when one is given, just completely ignore it because you personally do not like the game that it came from.
Huh? Did you misunderstand what I wrote? Lol.
I was saying ffxi did a good job in making nearly every monster have a use...how the heck is that a bad thing? FFXI is my favorite mmo, where on earth did you get that I don't like it from my post? Okaaay...
Well there is many different threads with similar views going on right now, this should probably move into one of those.
But I agree,
1. The gear lock out is killer. This locks you out of progressing on anything but one maybe 2 jobs for end game. I know why they have the lock out, I just wish it was handled a bit differently. Such as per job, maybe not for raiding but for tomes at least. Just so you can feel like you can play whatever you want for the fun during end game or fill a hole in your raid group for the evening by switching up your roll, really that's all it is about just the variety.
2. I feel like making steps to create progression content outside of raids and dungeons could go a long way, I'm not talking hunts, and I'm not talking instanced content. Maybe some like 4/8man missions you could do on the field to get tomes or tell side stories of different areas... I don't know I'm just throwing ideas at the wall. Just more world content in general, i feel sorry for the artists that made the maps, its like this huge area to make and most likely tons of time, and there is not a whole lot going on in it. At least not for battle crafts, fate parties tend to bunch in common grounds not spread out all over, and NMs.
Last edited by Imoen; 09-14-2015 at 03:33 PM.
What I kinda miss is how in Turn 2 you had to pick which mini bosses you wanted to fight on the way to the boss, and which mini bosses you fought effected the boss. I thought that was pretty cool...
The problem is people only do what someone else has told them to do, you were not allowed to think for yourself.
I don't think the repeated structure is the problem. There is just too much stuff that isn't incentivized. No1 does treasure maps because nothing good comes from them. No1 does hunts because you don't really need lvl 180 gear anymore. You can skip over to 190-200 stuff. No1 does fates because they made it very easy to get the 10 levels from 50-60.
Relic weapon might change this some. Might give people more of a reason to do these things. But with how easy it is to get esoteric weapon a lot of people might not even bother with relic, myself included.
Last edited by Whocareswhatmynameis; 09-14-2015 at 03:45 PM.
The first dungeon I unlocked on ESO was far more interesting than any dungeon on FFXIV. The trash in the first room felt like a battle from LOTR than a robotic rotation fest.
Having to clear trash otw to bosses will probably never go away.
But maybe give players more options in the dungeons, instead of just running in a straight path, with a few off to the side rooms with chests?
Sorta like how they did with 1.0 Toto-Rak... You could go for all bosses or just 1, decided how many chests would actually pop at the end.
https://www.youtube.com/watch?v=RETh2jSXEQs
Heck, 1.0 Tam-tara was a HUGE dungeon aswell, with many different paths.
https://www.youtube.com/watch?v=eLJPTUG-dE0
Maybe dungeons like this could help? Remove the timer on the dungeon and let players choose just how much of it they wish to do and spend time on.
So if a party simply want XP, they could spend the time needed to clear everything.
But if others just wanted boss loot, they could just clear trash directly to the boss as its currently happening in dungeons.
And please SE... 2 years and 1 expansion later, and we are still listening to the same damn battle music in all the old dungeons... Why cant we have the full music tracks back again please?
Id add a point on the mechanic side of things. The one trial so far we have seen where they shook up the mechanics was Steps of Faith and DF groups even today fail it because they ignore the mechanics of the fight. For more variation in encounters players have to be willing to be more adaptive to mechanics.
Problem is split route don't work in a DF format, the ability to have an easier time queuing for dungeons of course comes with the sacrifice of path progression.
Think about how "fun" it would be to be ina group, people leave cause group went right, person gets kicked for going left, all 4 want to go in different directions, it's just chaos that you can't really subside through DF and it's also why they are introducing sky islands because they are fully aware how mechanical the dungeon process is.
However the reason why the dungeon process is always the same is because people will always choose the quickest path to progression, if they were to make dungeons more dynamic it would be less "these dungeons are all the same" and more "I only do y dungeon cause it's faster than x". That's another reason dungeons have to remain the same because changing them ever so slightly may alter the time it takes to complete each dungeon and even "small" changes might be enough to make one dungeon less worthwhile than the other.
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