Page 1 sur 16 1 2 3 11 ... DernièreDernière
Affiche les résultats de 1 à 10 sur 155
  1. #1
    Player
    Avatar de SuperZay
    Inscrit
    dcembre 2014
    Messages
    1 250
    Character
    Violet Flower
    World
    Cerberus
    Main Class
    Arcaniste Lv 23

    FFXIV dungeons are a little bit too linear?

    They don't feel like dungeons. They are curved lines with only 1 way to get through them without split paths or other means to reach the exit. It's impossible to get lost there like in a real dungeon. You just walk from start to exit breaking artificial 'barriers' and getting 'keys' by killing mobs the only purpose of which is to make a short linear dungeon a bit longer.







    And when you meet real dungeons in other games, you are shocked by FFXIV simplicity.



    (47)

  2. #2
    Player
    Avatar de Daenarys_Targaryen
    Inscrit
    dcembre 2014
    Messages
    116
    Character
    Daenaerys Targaryen
    World
    Tonberry
    Main Class
    Paladin Lv 60
    Ive been thinking this for ages its just a straight line with no variation. Now that we only get 2 dungeons per patch they are just so boring after months of grinding the same ones. I kind of expected more if they were only doing 2 dungeons. I think the same for 24 man raid its just a line. Wheres the variation and different paths the parties need to go along to complete the final objective.
    (7)

  3. #3
    Player
    Avatar de AlphaFox
    Inscrit
    aot 2013
    Messages
    2 638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Occultiste Lv 80
    My thing when it comes to 24man is kinda like how they split the group for some of the mini bosses, have us have 3 different paths that force parties to actually split up at least and then perhaps converge together later on. However while I would like more complex dungeons, I'd imagine that when compared to what we have had a lot of people would probably just got irritated or people will simplify it down to the base "Go here, do this, dont go that way its not worth it!"

    Unless the developers can somehow force it to randomize.
    (3)
    Dernière modification de AlphaFox, 22/11/2015 à 23h22

  4. #4
    Player
    Avatar de elemental10
    Inscrit
    dcembre 2014
    Messages
    459
    Character
    Yomiko Readman
    World
    Zalera
    Main Class
    Guerrier Lv 60
    Maybe make an 8 man dungeon that separates into two and have them both clear different objectives?

    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.
    (7)

  5. #5
    Player
    Avatar de kingatlas
    Inscrit
    septembre 2013
    Messages
    255
    Character
    Akylios Dono
    World
    Odin
    Main Class
    Occultiste Lv 60
    Yeah, I would definitely appreciate some real dungeons
    (4)

  6. #6
    Player
    Avatar de Felis
    Inscrit
    mars 2011
    Lieu
    Gridania
    Messages
    12 287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugiliste Lv 70
    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.
    (47)
    Dernière modification de Felis, 22/11/2015 à 23h32

  7. #7
    Player
    Avatar de Veerne
    Inscrit
    septembre 2013
    Messages
    73
    Character
    Verne Frostwhisper
    World
    Odin
    Main Class
    Maître d'hast Lv 70
    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.
    (30)

  8. #8
    Player
    Avatar de Mug
    Inscrit
    mars 2011
    Messages
    878
    Character
    Muga Orunitia
    World
    Sargatanas
    Main Class
    Élémentaliste Lv 60
    Damn, it really shows when you post the actual maps like that. Sadly, it's just not normal dungeons, but raid maps as well. Everything is painfully linear and formulaic. I wish they would experiment more. The Diadem is a slight step in the right direction. I realise that it has lots of issues, but at least it's something else than we've been getting for these last two years.
    (11)

  9. #9
    Player Avatar de MilesSaintboroguh
    Inscrit
    novembre 2013
    Lieu
    Gridania
    Messages
    5 764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    Mage blanc Lv 100
    Sadly, we will never get such a thing. If people managed to turn the diadem into a dino grind fest, then they'll find a similar way to formulate something that is non linear.
    (13)

  10. #10
    Player
    Avatar de Stanelis
    Inscrit
    octobre 2011
    Messages
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Maître d'hast Lv 85
    Citation Envoyé par Veerne Voir le message
    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.
    There is a point and it is called immersion, which is quite important in a game which claims to be a RPG (and not a gear farming glamour simulator).
    (22)

Page 1 sur 16 1 2 3 11 ... DernièreDernière