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  1. #111
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    In the era o e-sports, where the only thing that matters is efficiency, there's no way they would implement something like this with the current playerbase mentality. sadly.

    I miss FFXII, if only I could get an HD remaster, a FFVI remake or a game in the same type as those two, I'd drop FFXIV in the blink of an eye.
    (2)

  2. #112
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    I think a complex open-world dungeon that takes plenty hours to fully explore would be pretty cool. Maybe add some couple of sanctuaries in it, serving as save points in single-player RPGs.

    Other than a labyrinthine dungeon, I'd like to see a tower kind of dungeon, with lots of floors and gets harder when you progress more floors. I'd see that kind of thing as open-world though.
    (1)

  3. #113
    Player
    Eimian_Eda's Avatar
    Join Date
    Dec 2014
    Posts
    82
    Character
    Eimian E'da
    World
    Brynhildr
    Main Class
    Astrologian Lv 92
    Quote Originally Posted by Squrilruler View Post
    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
    (0)

  4. #114
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Eimian_Eda View Post
    Why give players interesting design and content for mid game? I guess you're right, they admit to being lazy anyway.
    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".
    (1)

  5. #115
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by elemental10 View Post
    Otherwise, that dungeon design will only lead to people finding out the least effort path, nullifying the reason for "dead ends" and other ways to get to the finish line.

    In mazes (dungeons), the first and foremost objective is to get to the finish line. Other optional routes to other destinations are considered just that, Optional. So either make those "dead ends" reward something unique or the extra rooms and routes would be just for nothing.
    exept if the monster are randomized in terms of position, forcing the player to explore the area. if you know the map but not where are the monster it's still ok, the trouble of the dungeon are the lack of replayability, because when you did explore one time, you know what you will face the next time.
    a lot of game with procedural generation have appear in the few last years, why not use the same sort of system for the dungeon. if will even be ok to have only one dungeon if is well done. but they really need to work on this a lot... do they have the manpower for make this sort of content sadly i doubt it.

    Quote Originally Posted by Eimian_Eda View Post
    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
    the trouble is actually what you do the most, dungeon or raid? if you look at them number, dungeon are far more used than raid... why that? because we need to do them at least one time per day for the cap. the mid game is what we use the most and actually is the less interesting part of the game. i feel they really need to work on it... but i don't think it's a question to be lazy, more a trouble of support of SE HQ that think that the same team is enough for support a game played by more of 4 million player. FF14 need to receive more support from SE, more fund for them game and expand them team for get more different content release. but soo far, for them FF14 is a succes, but they prefer invest in the fast pocket money that represent mobile. that sad, but it's the reality of the japanese market.
    (1)
    Last edited by silentwindfr; 11-24-2015 at 07:31 AM.

  6. #116
    Player Ilitsa's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,132
    Character
    Ilitsa Samariya
    World
    Siren
    Main Class
    Dark Knight Lv 90
    I would love at least 1 (out of the two dungeons we get now) to have a non-linear design, it'd be a nice change of pace. The problem with it though is that, as said before, the "high-end" players would find the most "efficient" way to clear it with the least amount of work, and everyone would mindlessly follow their example, and we'd never be given the option to take another route. How often do you either choose to, or give others the choice to take the alternate paths in, say Dzemael Darkhold for the treasure chests? Or the extra rooms of Toto-rak, or Haukke Manor? It'd be wasted time for the developers to give it, because this community will NOT ever use it.
    (1)

  7. #117
    Player
    Valor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    52
    Character
    Reina Asahi
    World
    Balmung
    Main Class
    Conjurer Lv 45
    M
    Quote Originally Posted by Felis View Post
    We need dungeons again similar to old Toto-Rak


    Many paths, many endbosses, but only 1 endboss can be reached depending of the path the party unlock.

    Gather first all blue photocells to unlock the blue gate. Then gather all green photocells to unlock the green gate or the door of the first endboss. Unlocking an endboss door use all photocells and the other gates of the dungeon can't be unlocked anymore.
    People cried so hard over that dungeon. I loved it. But people seriously whined so much that they ruined a good thing and now we don't get those anymore. Maybe SE will change their mind in a few years. Community already sunk that ship though. Especially with how they didn't like having to pick what loot they aimed for each run.
    (3)
    “Expecting the world to treat you fairly because you are a good person is a little like expecting a bull not to attack you because you are a vegetarian”

  8. #118
    Player
    Alipoprocks's Avatar
    Join Date
    Mar 2013
    Posts
    456
    Character
    Sam Witch
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Basically, everyone here is asking for a different game. The only way a maze type layout with multiple, various rewards could work would be with gear variety and stat variety. We would also need longevity. Because no one will want to spend hours in a maze to gather fancy gear that will be replaced quickly.

    Although, I suppose they could put very rare, random valuable items in chests with a low rng. Would be cool if they could change the items in the chests with every patch.
    (0)

  9. #119
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Purrsonally, I'd be fine just having the illusion of exploration.

    Scarlet Monastery in oldschool WoW for example. I went into the physical monastery in the overworld and then had four dungeons next to each other to enter, two of which needed a key from the library. That "felt" like exploration, even though in truth all the dungeons were largely linear corridors. The dungeons still felt like part of the whole, something that's completely missing with Alexander for example.
    (0)

  10. #120
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    Quote Originally Posted by Squrilruler View Post
    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?
    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.
    (0)

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