

More puzzles in the dungeons would definitely be welcome
Recently while doing the Aery dungeon, just for fun where one of the pillars fall down to create a bridge after you take down the enemies, I did the \blowkiss emote just before so that it looked like it made the pillar fall down. What if some future puzzles could be solved using emotes? Hints to the emotes could be on notes, statues, hieroglyphs, or maybe given by an NPC in the dungeon. Stand on certain places or in front of a wall, pillar, or in front of an NPC and use the emote to unlock the (different) path(s). One could maybe even use the new group pose/emote or a variant for it. What if it was done on a giant waterclock, and the poses needed to be done were figures that came out of the clock? How about interrupting/distracting a boss with emotes? The emotes needed to be done could change each time the dungeon(s) is done. I'm just throwing ideas at the wall here... hoping something sticks.


I'm guessing you miss Final Fantasy XI's maps, like this one:
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Yoshi once stated that dungeons were meant to be done at a short time, but if its demanded enough they'd implement harder dungeons. Don't feel like looking for the link, because I'm sure it'd be pointless anyway. So friggen annoyed with people giving good ideas just to be shut down for dumb reasons like "Oh, it won't be good for speedrunners" or "People aren't smart enough" or my personal favorite "People don't have time for that, I'm a casual". I really hope they give more interesting dungoens, because even with the new dungeons that came out I knew eactly how it was going to be before I went through it, boring pretty-looking hallway. Thnx, my favorite. -_-

So many of the DF dungeons I go into lately either no one says a word the whole run or one person says hello only to be totally ignored by everyone. DF really does seem to be promoting anti social behavior because of the lack of communication required. You don't need to talk to other players to join, or really to progress through the dungeon if everyone knows their stuff.
Also I can't stand people who want to speed run dungeons in DF. Especially if there are one or two people who are new. If they ask first and at least 3 people want to speed run it and no one is new then fine, but groups I get rarely even ask. They just sprint ahead and expect everyone else to follow suit.
Last edited by TheUltimateSeph; 01-18-2016 at 03:10 AM.





The devs certainly have done their hardest in preventing speed runs in dungeons
1. Gates
2. Nerfs to Flare, Holy, Gravity is pretty much the same
3. Lack of Accuracy in healer gear = healers missing their attacks
4. The potential adjustment they'll do to tank's str/vit
Either way, I am getting bored with dungeons (excluding some of the bosses/mini bosses) it all goes like this: Tank mass pulls and then everyone aoes the mob down; rinse and repeat until boss.
The rewards for the 3.1 dungeons are lackluster: clear prisms, X-potions/Ethers (now useless for BLM since you can't triple Flare with how much it'll recover) and low chance to get gear. Mobs no longer drop gil
Last edited by myahele; 01-18-2016 at 04:12 AM.



Well speed runs are a response by the community because of how easy Yoshi-P has made dungeons. SE did everything except the one that would kill speed runs, make the mobs so strong that pulling more than one back would be a wipe.
But yea, dungeons are boring and rather lazy in design. I think mandating them to 4-man concept hinders the devs ability to make more interesting runs. I would love one of the two dungeons we get to be Full party. Further more I would love to have hidden bosses added like in ARR alpha dungeon and chest drop useful items like tomes, treasure maps, needed crafting items, etc...
I still say slap Hunts and Treasure Maps in dungeons. Entirely optional things, that spawn optional bosses which are worth doing...
Rather than trash chests giving you Glamour Prisms, they could for example sometimes give the party a map and new objective. Suddenly you're backtracking to dig up a Treasure Chest for your standard Treasure Chest rewards. Perhaps occasionally slip in a Hunt level enemy instead of a regular one. Somewhere you could skip if you don't want to bother, but something random to break up the monotony of running Neverreap a hundred times. One run you could be doing Neverreap as normal, the next maybe a Hunt level monster is mixed in, so you do that pull slower and deal with a "miniboss", then next time maybe you find a Treasure Map in one of the standard chests, so your party goes "Hey, lets go back and find this!" so you can all get some extra rewards.
Maybe even mix it up a bit with the complexity... Have a part of the dungeon that is blocked off, either a locked door, or some rubble, that usually you cannot get past. Then one run you find a key, or bomb, and you can explore that section for some rewards.
Honestly, it's a shame they streamlined dungeons the way they did... Sure, nobody ever did the side rooms in Sastasha, you know why? The rewards were not worth it. Slap a Treasure Chest with some Poetics or Law in one of those rooms, then suddenly people are considering it.
Eh, I'm more a fan of some of the things XI did with its maps, rather than the maps themselves (which all too often were just large sections of empty space that nobody ever visited). Stuff like the maze in one of them, which changed layout on an hourly basis. I'd find something like that much more enjoyable than the current "Stop pulling here, the path is blocked until you kill stuff" thing XIV does. You'd have to go through a maze, it would have dead ends, and extra monsters you'd want to avoid pulling. Rather than having to stop, because the map tells you to, you'd want to stop, because you don't want to get lost in a maze mid-pull and pull a whole bunch of extra enemies. I mean, arguably you'd still have to stop, but you'd have to stop and think, rather than stop and derp.
Last edited by Nalien; 01-18-2016 at 06:18 AM.




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