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  1. #1
    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.
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    Last edited by silentwindfr; 11-24-2015 at 07:31 AM.