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  1. #21
    Player
    Daenarys_Targaryen's Avatar
    Join Date
    Dec 2014
    Posts
    116
    Character
    Daenaerys Targaryen
    World
    Tonberry
    Main Class
    Paladin Lv 60
    I think the best way to motivate people into doing different paths would be Relic weapons. Say you go down one path and the trash drops items that you need to collect, but only that path. Then you need to run again going a different path to kill a boss to collect another item etc.
    (2)

  2. #22
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Daenarys_Targaryen View Post
    I think the best way to motivate people into doing different paths would be Relic weapons. Say you go down one path and the trash drops items that you need to collect, but only that path. Then you need to run again going a different path to kill a boss to collect another item etc.
    A novelty that will wear out its welcome real fast and making content that only appeals to the people that want/have to do it.
    (5)

  3. #23
    Player
    Elvin's Avatar
    Join Date
    Aug 2013
    Posts
    320
    Character
    Elvin Rath
    World
    Moogle
    Main Class
    Alchemist Lv 51
    Those kind of dungeons are very cool, but only make sense in a no-instanced game.

    In theme parks like FF XIV dungeons are something to burn and finish fast, because... it's the most effective thing to do.


    To make work those dungeons, people would need reasons to go and stay. Rare monster that drops interesting things, and so on.
    In this game you can't make it, because no drop can be really that interesting, they always loose most of his value in a few months.
    (1)

  4. #24
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Daenarys_Targaryen View Post
    I think the best way to motivate people into doing different paths would be Relic weapons. Say you go down one path and the trash drops items that you need to collect, but only that path. Then you need to run again going a different path to kill a boss to collect another item etc.
    Might just end up like Diadem where 2 people want to do this and the others want to do this and people start wanting to kick people.
    (9)

  5. #25
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Culfinrandir View Post
    Unfortunately all that will happen is that people will:

    A) Complain it takes too long or is complex
    B) Find the quickest way & ignore rest
    C) Assassinate the characters of those who don't want to do B).

    They did do a multi route option in Coil I believe and it ended up with people only doing the minimum required to get through.
    Yeah, T2 had a multi route option where you could choose what buffs/debuffs to put on the boss by what path you picked. What ended up happening was people would choose a path seemingly at random, kill the minimum amount of spheres to get to the boss (it's 3 if memory serves), then wait outside the boss door until enrage because nobody wanted to deal with Allagan Rot. xD

    Quote Originally Posted by Gunspec View Post
    Not to mention the sacrifice pulls of Turn 1. I don't think I've ever been in a group that killed the mobs properly. Groups only kill trash if there is a locked door preventing them from proceeding. I honestly don't think you can blame SE on this one. They understand their player basis on the matter, and a small amount of people that like to soak in the sights isn't going to make them change their design philosophy on dungeons.
    My friends and I talked about going in there to spiritbond at one point but ultimately ended up never doing it.

    It's faster to just stack the mobs on the golem and murder them now if you go in unsynced.
    (0)

  6. #26
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by SuperZay View Post
    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.
    Nope, no sugar coating. The dungeons, are beautiful pieces of Opo droppings. It may look majestic in nature but its still s#%$. I LOVED the Arboretum and how amazing it looked.....but most of the crap I wanted to explore was blocked by a damn wall! "People will find it too hard", "Players are just going to take the best route to get to where they need to go", "There's nothing wrong with it. I don't like chan---"



    This is why content gets boring so damn quickly. People want things super simplified for them and easy to grind because they want their endgame content immediately instead of actually having a fun challenging experience in normal dungeons AND DON'T YOU DARE say its the casual player's fault for making the dungeons so linear! Most of the people who complain about it being to hard to accomplish for average players are not average themselves and are endgame tier and just shows how lazy our playerbase has become. "Give us moar endgame content" What we NEED is more midgame content that will keep us busy and build up our skills for endgame content. Its a damn shame its hard to enjoy these new dungeons because SE is too afraid to deviate from this Final Hallway style because lazy players influence them so much they can't see what they should be doing.

    A perfect example of this is the exploratory missions. people complaining about everyone just doing the same thing in DIno island and other people gathering and the players are ripping eachother apart about it, why, because now their getting their faces dipped in the shitty mentality they developed over the years. In fact I'd like exploratory missions to stay this way, it'd be testament for the amount of players who want everything to be a grind. That is all -_-
    (23)
    Last edited by Kurogaea; 11-23-2015 at 02:22 AM.

  7. #27
    Player
    AeraLure's Avatar
    Join Date
    Aug 2015
    Posts
    246
    Character
    Aera Lure
    World
    Cactuar
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Elvin View Post
    To make work those dungeons, people would need reasons to go and stay. Rare monster that drops interesting things, and so on.
    In this game you can't make it, because no drop can be really that interesting, they always loose most of his value in a few months.
    I wish we had that. So much I cannot even begin to tell you. Would make redoing old content so much more fun and relevant and would give options - speed run for the eso reward - full complete for RNG possibilities. I agree with you though that the game design and vertical progression really seems to be at odds with an idea like that.
    (1)

  8. #28
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kurogaea View Post
    A perfect example of this is the exploratory missions. people complaining about everyone just doing the same thing in DIno island and other people gathering and the players are ripping eachother apart about it, why, because now their getting their faces dipped in the shitty mentality they developed over the years. In fact I'd like exploratory missions to stay this way, it'd be testament for the amount of players who want everything to be a grind. That is all -_-
    Honestly, I can't stand to go into the Diadem to grind more than a few times a week. The most fun I've ever had in there was when we went in as an all-gatherer party and four of us decided to band together and explore a cave down on the southwest island. It turned out to be this crazy death cave full of crabs and snakes, but we found a secret fishing hole back in there. :3
    (3)

  9. #29
    Player
    Eimian_Eda's Avatar
    Join Date
    Dec 2014
    Posts
    82
    Character
    Eimian E'da
    World
    Brynhildr
    Main Class
    Astrologian Lv 92
    It doesn't even have to be "harder" or "more complex" it could be as simple as "Take x way into the basement for a mini boss or pass it via the stairs and fight trash instead".
    Yes, that is directly from WoW's Shadowfang Keep, and you know what? My groups took both ways, to this day (♥ WoW).

    I ike this game... but aside from looking pretty, the dungeons have never interested me. Boring, slogging themepark.
    Dare I say even Tera has better dungeon design.
    (5)

  10. #30
    Player
    DragonSlayer45's Avatar
    Join Date
    Aug 2013
    Posts
    870
    Character
    Adrian Ryder
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Ashkendor View Post
    Honestly, I can't stand to go into the Diadem to grind more than a few times a week. The most fun I've ever had in there was when we went in as an all-gatherer party and four of us decided to band together and explore a cave down on the southwest island. It turned out to be this crazy death cave full of crabs and snakes, but we found a secret fishing hole back in there. :3
    I loved day one before Dino Island became a thing. Exploring those caves, communicating with the other parties, taking down 4/5/star ranks... it was a lot of fun. Then everyone flocked to Jurassic Park (except no Chris Pratt on motorcycles) where Diadem fully turned into a zerg fest like hunts. No one even bothers exploring the caves anymore.

    I guess people will always take the path of least resistance.
    (4)

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