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.
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.
The general population don't play video games, especially not MMOs, to think, or to work.
Like I said, XI wasn't popular for a reason.
Merely a fact, and is no way related to my own opinions on the matter. Even though I do think XI had a lot of unrelated problems and I'm so happy XIV keeps what it copies from XI to a bare minimum.
You know something is wrong with your game SOMEWHERE when you see these SAME threads everyday.
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?
I'd not want XIV to turn into XI because it'd lose a hell of a lot of players. I'd not mind some of the open world ideas to be implemented though. Like that Siege thing (think it was called that) them huge attacks were lots of fun.The general population don't play video games, especially not MMOs, to think, or to work.
Like I said, XI wasn't popular for a reason.
Merely a fact, and is no way related to my own opinions on the matter. Even though I do think XI had a lot of unrelated problems and I'm so happy XIV keeps what it copies from XI to a bare minimum.
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.
Zero advertising outside Japan and released in a time when fewer people had a pc and mmos weren't widely popular like they are today. More people have a pc now and because of WoW forcing ads down your throat for the last 10 years everywhere and anywhere they can, more people know about mmos. Back when XI was released, playing a mmo was widely considered "nerdy" and "uncool". People would make fun of others who played them back then, but now because of tv/movies/references, mmos are looked at in a better light than they were in 2002, so more people give them a try. That's why it wasn't "popular", not so much because of gameplay. If that was the case, it wouldn't have lasted for 13 years.
Let's take a look at mmos like XIV and how "popular" they are. How many in the last 10 years that are exactly like XIV are still around? Barely, if any. Most were hyped then disappeared off the face of the planet before their first year, while others like SWTOR went f2p almost instantly. You can say XI "wasn't popular", but when it's lasted for 13 years and the cookie cutter mmos like XIV die in 1-3 years, it sure looks like the cookie cutter ones aren't too popular. They might be "popular" for the first few months/a year, considering more people have a pc now and more are into gaming than 15 years ago, they're usually only "popular" because its the mmo of the month to try out, but once a new shiny one comes out, if said mmo doesn't have anything that sets it apart or has staying power, they die off.
You say XI wasn't "popular", but look how many mmos have come out in the last decade (and died off too) and XI's still going. Think about that.
A mmo that lasts for 13 years, while staying p2p vs a generic mmo that gets popular for a few months then drops down a ton / dies off. I'd say the one that lasts for over a decade is more popular than one that dies off shortly and no one remembers.
Last edited by Obysuca; 09-14-2015 at 06:31 PM.
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.
I would like to see them introduce harder 4 man content. Also different type of quest instead of the same go find or kill a certain amount of something. I would also like to see the new 24 man present a challenge instead of faceroll content like in the past 24 man content.
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