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  1. #1
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Critical-Limit View Post
    This is why I think they should focus on making trash interesting and complicated.
    Have mobs use more moves than "generic" AoE's.

    I don't care how but if I saw a mob use "cover on a mob about to die" it would make us think twice about downing the most dangerous trash mob first and we might attack the weakest to bait cover to a less threatening mob.

    Or a mob that buffs other mobs and tries to kite us requiring stuns and binds to help kill it easier.

    I wish trash just made me think and got my brain out of auto pilot.
    I agree! One thing I loved about Guild Wars 1 was that every pack of mobs were a set of the same classes available to the player with the same skills. That meant you knew to target the Monk first (Monk was their healer), otherwise it would just keep healing whoever you target. You'd then focus the Mesmer or the Elementalist to get rid of the high damage and potential mind-numbing debuffs. Etc.. There was a bit of forethought into your pulls of what needs to down first.
    (2)

  2. #2
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Critical-Limit View Post
    ...I don't care how but if I saw a mob use "cover on a mob about to die" it would make us think twice about downing the most dangerous trash mob first and we might attack the weakest to bait cover to a less threatening mob.
    I thought they would expand on the halatali, when you came in and saw the team of 3. Having that but more focused on certain things would be fun. Using our skills but a bit more enhanced against us. Instead of just one chain from the war mob, make it multiple, anyone who is not in melee range..pulled in.
    (2)
    Last edited by Leigaon; 03-08-2016 at 03:19 AM.

  3. #3
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Dungeons will never not be linear. I don't know why you would expect them to be at this point.
    (0)

  4. #4
    Player
    Critical-Limit's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    570
    Character
    Xizzy Azenith
    World
    Zalera
    Main Class
    Monk Lv 80
    Quote Originally Posted by Leigaon View Post
    I thought they would expand on the halatali, when you came in and saw the team of 3. Having that but more focused on certain things would be fun.
    Agreed I'm not even asking for it to be difficult or Anything (id like it difficult)

    Just enough that it retains our focus. If it keeps my attention good, otherwise, if I don't something punishing will happen that will make me want to focus.

    If people want to brain dead mobs for hours. They have diadem
    (2)

  5. #5
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    SE got the HP bars right on the new dungeons. The last couple rounds, they went a little nuts with HP.
    (1)

  6. #6
    Player
    jazo's Avatar
    Join Date
    Sep 2013
    Posts
    370
    Character
    Aliane Redwyne
    World
    Shiva
    Main Class
    Samurai Lv 80
    The problem with multiple path and more open dungeons is that eventually there will be a "fastest/easiest/simpler path" and boom, nobody but those weird people running dungeons at min ilvl, or a new tank that does not know "the path" will ever take the other routes.

    Sure, the solution here would be making the paths at random, a random path dungeon between some sets and order would be nice, say, you have 3 paths to reach boss 1, other 3 paths o boss 2 and othe 3 to reach boss 3, permutate the paths when dungeon start and even switch the boss order, that al leas will give you... 3x3x3x3 ways a dungeon could be ran, randomize trash mobs too and there, variety. Sure there are not player choices tho, but if players could chose they will go for the fastest way.
    (7)

  7. #7
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by jazo View Post
    Sure, the solution here would be making the paths at random, a random path dungeon between some sets and order would be nice, say, you have 3 paths to reach boss 1, other 3 paths o boss 2 and othe 3 to reach boss 3
    The problem with doing that, and any other implementation of branching paths in an instance, is that it does either one of these two things.

    One, it would increase resources and time necessary to build those instances. Those branching paths don't just build themselves and then populate themselves with mobs, an artist has to build the area and a designer has to go in and setup all the mob encounters, event triggers and other hookups to make things happen in them. These extra resources would then take away from what else can be done since how much can be created by a certain group on the dev team is a finite and already defined number. So if they were to then dump more time and resources into creating a more "complex" dungeon with branching paths, they would probably only be able to release one dungeon per patch instead of two completely different dungeons. Me personally, I prefer the latter as I find there to be more variance and replayability with two, albeit more simple, dungeons compared to one dungeon with a few alternate paths.

    Second scenario would be that the devs allot the same amount of resources to each dungeon but then spread it out between the branching paths which would result in either each branch being approx. 1/3 the length of the singular path design, resulting in a dungeon that is way shorter or they keep each path the same length but decrease the effort put into each one so they are of a lower quality. Again, as with the first scenario I prefer the way things are being done now compared to these alternatives.


    Basically when creating content for a game, X number of devs can create Y amount of content to Z quality within N amount of time. If you change any of those variable, such as Y in the case of more areas in a dungeon, then adjustments to the other variables must happen to compensate.

    Really the only way that such things could be implemented without either a decrease in quality or quantity would be if the were able to hire on more devs for that group so that more work could be done, but I get the feeling that trying to get more resources for his team is something Yoshi P has been working at for a long time.

    Honestly though, if they got more resources for the dungeon team I would prefer that the quality of the stuff between the bosses be made more interesting with more interesting encounter setups, environmental mechanics, etc. instead of the fairly simplistic mob setup we have now. To me that would bring much greater enjoyment of the dungeons over branching paths.

    In the end, I will always prefer going down one really cool hallway over deciding which boring and empty hallway to go down.
    (9)
    Last edited by TouchandFeel; 03-08-2016 at 08:02 AM.

  8. #8
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by jazo View Post
    The problem with multiple path and more open dungeons is that eventually there will be a "fastest/easiest/simpler path" and boom, nobody but those weird people running dungeons at min ilvl, or a new tank that does not know "the path" will ever take the other routes.

    Sure, the solution here would be making the paths at random, a random path dungeon between some sets and order would be nice, say, you have 3 paths to reach boss 1, other 3 paths o boss 2 and othe 3 to reach boss 3, permutate the paths when dungeon start and even switch the boss order, that al leas will give you... 3x3x3x3 ways a dungeon could be ran, randomize trash mobs too and there, variety. Sure there are not player choices tho, but if players could chose they will go for the fastest way.
    (edited oops quoted the wrong person)

    Dungeon variation doesn't have to equal three path options. Here are some ways to spice it up:

    1. Create a gauntlet where you fend off waves of enemies
    2. Have your team split up, perhaps tank/heals get put in a poisonous room with an add that they have to survive in while the 2 DPS get put in a room where they need to avoid damage and destroy something to break out the healer/tank
    3. Create a maze that is randomly generated every time you enter that requires puzzle solving to get through
    4. Have mobs that do more than just the basic attacks and final sting - i.e. mobs that heal or mobs that interrupt, mobs that do more damage the more minions there are around them etc.
    5. Have a dungeon where you are escaping, work your way in and then run your way out (Indiana Jones style)

    Alternatively, you could have paths and they could work like:

    1. 3 path options, where one is the fastest with the hardest mobs and one is the slowest with weakest mobs and one is in between - have the game inform you of this as you approach your choice (Bravely Default style)
    2. 3 path options, where one is the 'path of the day' that generates extra reward in the roulette
    3. 3 path options, where none are necessarily faster than the other, but favour certain compositions - 1 may be AoE friendly (got SMN?), 1 may be physical damage heavy (got PLD?), 1 may be single target focused (got melee or blm?) [this is a bit like T2 where left was better for physical damage and right for magical damage]

    Quote Originally Posted by TouchandFeel View Post
    The problem with doing that, and any other implementation of branching paths in an instance, is that it does either one of these two things.

    One, it would increase resources and time necessary to build those instances. Those branching paths don't just build themselves and then populate themselves with mobs, an artist has to build the area and a designer has to go in and setup all the mob encounters, event triggers and other hookups to make things happen in them. These extra resources would then take away from what else can be done since how much can be created by a certain group on the dev team is a finite and already defined number. So if they were to then dump more time and resources into creating a more "complex" dungeon with branching paths, they would probably only be able to release one dungeon per patch instead of two completely different dungeons. Me personally, I prefer the latter as I find there to be more variance and replayability with two, albeit more simple, dungeons compared to one dungeon with a few alternate paths.

    Second scenario would be that the devs allot the same amount of resources to each dungeon but then spread it out between the branching paths which would result in either each branch being approx. 1/3 the length of the singular path design, resulting in a dungeon that is way shorter or they keep each path the same length but decrease the effort put into each one so they are of a lower quality. Again, as with the first scenario I prefer the way things are being done now compared to these alternatives.


    Basically when creating content for a game, X number of devs can create Y amount of content to Z quality within N amount of time. If you change any of those variable, such as Y in the case of more areas in a dungeon, then adjustments to the other variables must happen to compensate.

    Really the only way that such things could be implemented without either a decrease in quality or quantity would be if the were able to hire on more devs for that group so that more work could be done, but I get the feeling that trying to get more resources for his team is something Yoshi P has been working at for a long time.

    Honestly though, if they got more resources for the dungeon team I would prefer that the quality of the stuff between the bosses be made more interesting with more interesting encounter setups, environmental mechanics, etc. instead of the fairly simplistic mob setup we have now. To me that would bring much greater enjoyment of the dungeons over branching paths.

    In the end, I will always prefer going down one really cool hallway over deciding which boring and empty hallway to go down.
    I feel like you are looking at the dev resources a little bit too simplistically. Part of the problem is not the amount of resources, but the inherent design of the game. FFXIV has shown that they have no problem pouring resources into making overly convoluted systems which would otherwise be a simple thing in other games (hall of the novice, SSS, Diadem, LoV etc.) They have the resources and the time, the issue is they have the design choice that their players will ultimately lower everything down to the lowest common demonstrator, so why create a more interesting/complex system that they'll tear apart anyway? In other words, the community will make it boring, so we'll just make it boring on release instead of wasting our time. It's a similar stance they have on anything that offers an "illusion of choice". Some people prefer it that way, I certainly don't, but that is the purposeful design that Square is taking. It has been successful, so why stop?
    (6)
    Last edited by Kaurie; 03-08-2016 at 12:15 PM.

  9. #9
    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 Kaurie View Post
    words
    The main issue here is time spent in the dungeons and how quickly the novelty wears off. Make trash mobs have more gimmicks and people will complain that the runs will drag out. Having things like randomized mazes or forced puzzles will also garner similar results. Why? Because the only reason people want to run dungeons is either EXP or tomestones and forcing the player to slow down with random gimmicks that could vary how much time they spend inside will create friction between those that just want the nth run over with and those that want to see everything (sorta like what happened with the Castrum runs, eh?)

    Now don't assume that I DON'T want more designed dungeons. I do want something like the single player Final Fantasy dungeons, but seeing the nature of this game and the players, I don't expect anything more and neither should anyone else. In fact, it seems the gimmicky fights/trials are being used in the MSQ, which I did happen to enjoy. With dungeons and trials that you have to run over and over for drops or tomes, things are going to be streamlined for the sake of making it simple to do when you need to obtain something.
    (9)

  10. #10
    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 MilesSaintboroguh View Post
    The main issue here is time spent in the dungeons and how quickly the novelty wears off. Make trash mobs have more gimmicks and people will complain that the runs will drag out. Having things like randomized mazes or forced puzzles will also garner similar results. Why? Because the only reason people want to run dungeons is either EXP or tomestones and forcing the player to slow down with random gimmicks that could vary how much time they spend inside will create friction between those that just want the nth run over with and those that want to see everything (sorta like what happened with the Castrum runs, eh?)

    Now don't assume that I DON'T want more designed dungeons. I do want something like the single player Final Fantasy dungeons, but seeing the nature of this game and the players, I don't expect anything more and neither should anyone else. In fact, it seems the gimmicky fights/trials are being used in the MSQ, which I did happen to enjoy. With dungeons and trials that you have to run over and over for drops or tomes, things are going to be streamlined for the sake of making it simple to do when you need to obtain something.
    Quote Originally Posted by Kurogaea View Post
    3. The dungeons are made for clearing quickly like for relic quests and constant replays, complex dungeons would only make that more difficult.

    Well yeah it would, because the game would then be adding something great to some god awful system like tomes, though it could be fixed obviously. Increase the tomes achieved by a greater number than normal dungeons. As for roulletes and special quests like relic, just have them on a different topic of their own. They get their own roulettes, own special quests and the ones crunching for time everyday can just run the smaller dungeons.
    Players wanting things simplified is related to this pretty much. These larger dungeons should have special additional quests (Not side quests like diadem, actually outside quests you accept and enter the dungeon after) as well as greater tome and exp rewards to balance the time and effort spent in them. Background items and scenery should play better roles in these dungeons, involving item seeking, hidden creatures, traps and plenty other stuff that would scream diversity. At least one dungeon (if not all) should be like this every patch, so those who want to ride the same straight line roller coaster then they can do just that and others can enjoy something more engaging.
    (1)

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