


I mean, you're right, but at least we'd have the option. We don't have any choice right now but to follow he straight line to the end.There's no point in making dungeons labyrinthine because people will always just find the shortest and fastest route to the end. Even if you were to compare MMORPG dungeons to single player RPG dungeons, you have to keep in mind that in singe player RPGs the dungeons are the meat of the gameplay, whereas in MMORPGs they are just one piece of the bigger platter of content. MMORPGs also tend to focus more on the boss challenges, not exploration, since exploration is kind of useless in a game where you are meant to do the same place multiple times.


But why? If people are going to do it once and be done, for 30 extra minutes in this one area, what is the point? Would the time not be better spent on something else that will be utilized more?
Why give players interesting design and content for mid game? I guess you're right, they admit to being lazy anyway.
"We just went to get to endgame content faster! (To become bored of it faster, of course!")
Endgame, which is a carbon copy of the (no) design of mid game.
So are we using this extra 30 mins of time... crafting? SE is putting it into new hair?
Heaven forbid MMO's retain some semblance of open world immersion that hooked players back in the day.
Heaven forbid players don't want to be hand held like children in a straight, somewhat wiggly line.
Oh... wait.
That is what they want now.
RIP the genre we used to know, RIP interesting game design, Hello more glamors o7



SE should just strip all stats and materia from gear and just give it an ilvl number and model. Then this game will truly trim off all the depth errr I mean "fat" that is "obsolete mechanics".


I don't disagree that an "interesting design" would be bad. However, I would much rather have 3 different "linear" dungeons than 1 dungeon with 3 different paths.Why give players interesting design and content for mid game? ...
Heaven forbid MMO's retain some semblance of open world immersion that hooked players back in the day.
Heaven forbid players don't want to be hand held like children in a straight, somewhat wiggly line. ...
RIP the genre we used to know...
I also have said that these kind of meandering dungeons would be great for the retainer/GC groups SE has said they want to implement.
Open world immersion? I feel this kind of thing works best in a single player setting (as well as this RIP the genre we used to know), where you don't have to rely on others to get stuff done. You can also save and clear it at your own pace. Everyone has their own play speed. And making content take 2+ hours is just not realistic for this mid game content...
I agree! However, I would much rather have 2-3 different dungeons than one huge sprawling dungeon that takes 2-3+ hours to clear.



A lot of players would enjoy exploring the dungeon or going the different ways, even if they only did it with their FC. It just gives something more when you're doing a dungeon. I don't see the problem with that.
This. Things like Toto-Rak are awful.There's no point in making dungeons labyrinthine because people will always just find the shortest and fastest route to the end. Even if you were to compare MMORPG dungeons to single player RPG dungeons, you have to keep in mind that in singe player RPGs the dungeons are the meat of the gameplay, whereas in MMORPGs they are just one piece of the bigger platter of content. MMORPGs also tend to focus more on the boss challenges, not exploration, since exploration is kind of useless in a game where you are meant to do the same place multiple times.
I just want to do my roulettes and be done. Don't need a maze like dungeon to complicate things further.



Everytime I read something like that my soul dies a little. How can some FF players be so... Argh.
The awful thing here are the linear dungeons. Go play a FPS if you don't like RPG elements in an RPG.



Most of them are lazy players who never played an rpg in their lives most likely. These dungeons are a disgrace to FF game design, but homage to FF13....its crap.

There is no "platter of content" in this game! "Raids" are one boss and that's it which may as well just be another trial compared to the the ones in WoW and other MMOs. You get 2 linear, very easy and repetitive dungeons and a primal trial every patch and a Savage mode "raid" ever other patch. At the most at this point you're paying fifteen bucks to hang out with online friends and collect glamour because outside of Savage everything else will be old hat in a week or two tops... that's it.Even if you were to compare MMORPG dungeons to single player RPG dungeons, you have to keep in mind that in singe player RPGs the dungeons are the meat of the gameplay, whereas in MMORPGs they are just one piece of the bigger platter of content. MMORPGs also tend to focus more on the boss challenges.
But what really hurts as someone who was in love with this game is how much potential it has given some of the bosses and it's graphics. This game can be so much more but it isn't and the devs refuse to take it a step further.
Last edited by hellmach; 03-10-2016 at 12:29 PM.
Hail Nanamo. Glory to Lalafell kind.
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