Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 23
  1. #11
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Nestama View Post
    Rather than multiple paths for people to choose, what about "the dungeon is different every time you enter." Like, in one run you go one way, but in another run, you go down a different path (different final bosses or something). It would certainly make dungeons interesting, especially since we're only getting two per patch now.
    That could be an interesting Raid Idea. Have the RNG set it up as soon as it cues from a few preset patterns like a Mystery Dungeon or make it where certain things you do influence the paths you take.

    Like pulling a certain lever in room one changes boss 3 or something. It'd have to be controllable or semi-predictable though for loot reasons.
    (0)

  2. #12
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    And here we are again.

    Nobody really wants to waste so much time on a dungeon. They want their tokens and loot. These things are fine for single player games but when you have it in an MMO what happens is people find the optimum route for doing things then only ever do that. Same with puzzles we had them in games and as soon as people figure them out within a few days they become a minor annoyance. RNG dungeons? Why? Why do you want the Dev team to waste so much time on that?

    If you don't like repetitiveness and grinding then you are playing the wrong kind of games.
    (1)

  3. #13
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    I'd prefer the dungeons be randomly generated each time with different each time.

    Such as Diablos dream makes the environment change each time. And the monsters randomly chosen.

    Maybe this time you need to defend a npc through a dungeon. Or puzzle dungeons with no fighting at all just solve random generated puzzles.
    (0)

  4. #14
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by MXMoondoggie View Post
    And here we are again.

    Nobody really wants to waste so much time on a dungeon. They want their tokens and loot. These things are fine for single player games but when you have it in an MMO what happens is people find the optimum route for doing things then only ever do that. Same with puzzles we had them in games and as soon as people figure them out within a few days they become a minor annoyance. RNG dungeons? Why? Why do you want the Dev team to waste so much time on that?

    If you don't like repetitiveness and grinding then you are playing the wrong kind of games.
    It sounds like you don't like repetitiveness and grinding tbh
    (2)

  5. #15
    Player
    SirPhoebos's Avatar
    Join Date
    Aug 2015
    Posts
    36
    Character
    My Immersion
    World
    Excalibur
    Main Class
    Dark Knight Lv 54
    My belief is that a location that encourages exploration doesn't work well as a dungeon, or at least not as we think of dungeons these days.

    My go to example whenever this conversation appears is Black Rock Depths from Vanilla World of Warcraft. BRD was probably my favorite location in the game because it created the feeling of a living city that had all these different secrets to uncover and challenges to overcome, but as a dungeon it was horrible. The concept of BRD is something that I hope FFXIV takes a shot at, but I don't believe that doing it as a dungeon would be the best way to do it.
    (0)

  6. #16
    Player
    Molic's Avatar
    Join Date
    Mar 2012
    Location
    Limsa
    Posts
    232
    Character
    Molic Evac
    World
    Sargatanas
    Main Class
    Carpenter Lv 70
    Made a thread about this awhile back D: http://forum.square-enix.com/ffxiv/t...ngeon-Ideas%21

    Threw out a few ideas i thought of.
    (0)

  7. #17
    Player
    Firepower's Avatar
    Join Date
    Feb 2013
    Posts
    304
    Character
    Firepower Shinryu
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Dungeons with more pathways are never used, check all the pre 50 dungeons, almost every one of them have extra corridors and pathways, i'd bet you most people probably only stood around and opened the door in Dzemael Darkhold that one time and never went into that first room again.

    That is even with the incentive of getting extra EXP and useful equipment, if people don't want to side-track for exp and equipment, what could you possibly provide in a level capped dungeon to make someone want to spend extra time going down a different path. That is why if you follow through the dungeons you will notice progressively how the level 50 dungeons are tuned, the earlier ones have chests out of the way WP, AK, Pharos Sirius. The later ones the chests are on the main route and side routes are minimal simply because it was a waste of time since nobody ever went there.

    On the point of open spaces, I am not sure how that is beneficial, unless it is used like some kind of gauntlet (AK Hard demon wall) or elevator style battle (T4) then it is just an open space with nothing in it, the biggest offender of this is Brayflox where there is that large open water area with roaming pugils and Aurum Vale in the first room the majority of people just strafe along the walls picking off the aggro until they get to the boss avoiding over 75% of that entire open space.

    Randomised dungeons end up being either extremely simplistic or overly complex with glitches. Due to the design of randomised dungeons you need pieces that "fit" together to create a seamless environment or it would just look stupid, I would point towards Nyzul Isle in FFXI as a randomised dungeon creator, they all looked the same, just with walls in different places and no map it was a truly frustrating affair when you are at the mercy of the enemies spawned, the design of the place and finally any debuffs they would apply. A randomised dungeon in FFXIV would be ugly compared to the dungeons they currently produce and would likely frustrate players due to adding a RNG element into if they are likely to be able to complete that dungeon in a timely manner or even at all if the potential randomised combinations make progress impossible.
    (2)
    Last edited by Firepower; 09-17-2015 at 09:58 AM.

  8. #18
    Player
    KleeneOnigiri's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    40
    Character
    Kleene Onigiri
    World
    Lich
    Main Class
    Astrologian Lv 92
    You could make a dungeon with different paths that are for different strategies.

    Path one for singe target DPS: when most of your party is manly for single target dps. A few mobs would be here but have a lot of HP.
    Path two for aoe DPS: when your party can dish out a lot of aoe. Huge amount of mobs but with less HP.

    And maybe - Path for leveling: More mobs than the other paths, a bit easier maybe but give more exp?
    (1)

  9. #19
    Player
    Ramien's Avatar
    Join Date
    Nov 2014
    Location
    Limsa Lominsa
    Posts
    147
    Character
    Morrigan Mieaux
    World
    Balmung
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Jinrya-Geki View Post
    I'd prefer the dungeons be randomly generated each time with different each time.

    Such as Diablos dream makes the environment change each time. And the monsters randomly chosen.

    Maybe this time you need to defend a npc through a dungeon. Or puzzle dungeons with no fighting at all just solve random generated puzzles.
    Do you really want to subject your dungeon experience to the tender mercies of the RNG?
    (0)

  10. #20
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by KleeneOnigiri View Post
    You could make a dungeon with different paths that are for different strategies.

    Path one for singe target DPS: when most of your party is manly for single target dps. A few mobs would be here but have a lot of HP.
    Path two for aoe DPS: when your party can dish out a lot of aoe. Huge amount of mobs but with less HP.

    And maybe - Path for leveling: More mobs than the other paths, a bit easier maybe but give more exp?
    And a 4th "Suicide" path with nothing but high level sub bosses but some high end loot or rare glamours? That be cool.
    (0)

Page 2 of 3 FirstFirst 1 2 3 LastLast