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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 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.
    Agreed, this is more or less what I was talking about in the second half of my post. That said, 'gimmicks' (I like the call them game-design) don't have to be things that drag things out. A randomized maze doesn't have to take forever. The maze could theoretically take 15 minutes or 45 minutes, depending on how good your team is (not unlike current dungeons). Further, people already complain the runs drag out, so the current method doesn't exclude this behaviour.

    That said, I got into MMO's originally because I loved running dungeons. I currently only run them for exp or tomestones, because well, they suck here. If they made them interesting, I'd run them more for fun. --- Or, at least I'd have fun while I'm getting my tomes/exp.

    I don't expect very much from this development team to be honest. My opinion in 2.4 would have been different. Throughout 2.x I always felt that the devs listened to player feedback and designed a great game. However, more recently every time Yoshi speaks to the public and addresses community concerns, I almost literally face-palm. I feel there is a huge disconnect between what players want and what Yoshi hears. So, even if they did read this board, I wouldn't expect them to put out a quality dungeon, but probably something unnecessarily complicated and frustrating.

    As for your comments on dungeons and trials, I think the issue is difficulty. An interesting encounter does not HAVE to be difficult (even though I personally enjoy challenging content). It's just something different than the same ol. The devs would be showing players that players won't just be doing the same thing until they quit and showing players that the dev team actually has some creative talent outside of their writers.

    Quote Originally Posted by Erys View Post
    Wouldn't the marked defeat the purpose of exploring a dungeon? Adventure is not adventure without mistery.
    This is precisely something out of Bravely Default. I personally quite enjoyed it. The message was there and gave you a sense to explore (as someone who loves exploring, i loved this). You approached the path area and a pop up came up saying there are 3 paths and described the inverse relationship between length and difficulty. I was excited to pick a path and see what it had in store.

    Quote Originally Posted by Keramory View Post
    It's strange. I thought the two dungeons were so opposite from one another.

    One dungeon, the lost Temple, was insanely easy... Especially its last boss. I don't even know how you lose to it. As a healer I don't even know if I'm needed in the fight other then pretending to be a black Mage. I will say though the dungeon looked good. Boring run through, but good looking.

    Then there's our new upside down tower. It trolls you with spending the majority of the time outside the dumb thing, then you go down a few halls and bam, boss. But at least the bosses were interesting and mechanics could actually kill you.

    I'd rather them just spent the time to make one super dungeon then this.
    It may have been your groups, or your playstyle, but both dungeons are incredibly easy. As a SCH, Eos/Selene is powerful enough to heal the entire dungeon with the exception of the bosses where I throw up a few adlos/succors and physicks. It feels very much like I am already 30-50 ilvls over what I need to be.
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    Last edited by Kaurie; 03-09-2016 at 01:01 AM.

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kaurie View Post
    Agreed, this is more or less what I was talking about in the second half of my post. That said, 'gimmicks' (I like the call them game-design) don't have to be things that drag things out. A randomized maze doesn't have to take forever. The maze could theoretically take 15 minutes or 45 minutes, depending on how good your team is (not unlike current dungeons). Further, people already complain the runs drag out, so the current method doesn't exclude this behaviour.
    Taking an example from Blade And Soul, the game rewards the players with speed runs if they know the dungeon layout and how to safely transverse the area with the game's windwalking, gliding and wall running. You can skip trash mobs and sections of the maps if you're knowledgeable enough to know which routes are safe, and how to maneuver that you don't aggro the gunners (which more or less one shots you). Sure you can say "people will always go for the fastest route." It's not a good excuse to withhold game design if that was the case, espesically when said fastest route has a bit of a gate behind it and isn't immediately accessible (compared to below) unless you had prior knowledge of the game/dungeon already.


    Here, you speed run a dungeon by doing mass pulls, which isn't allowed by dungeon design, but the fact that most players are overgeared for the dungeon by the time it's already release and how undertuned tank damage is (espesically if healers are able to stand idle or dps). There's no sense of exploration for extra treasures; Compare Sastasha or Corn normal to Anti-hallway, the former has multiple dead ends that contains some potions or damaged gear for crafting (which are relatively strong for that level), the later has chests that are literally on a linear path and contains gear.
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  3. #3
    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 RiceisNice View Post
    Taking an example from Blade And Soul, the game rewards the players with speed runs if they know the dungeon layout and how to safely transverse the area with the game's windwalking, gliding and wall running. You can skip trash mobs and sections of the maps if you're knowledgeable enough to know which routes are safe, and how to maneuver that you don't aggro the gunners (which more or less one shots you). Sure you can say "people will always go for the fastest route." It's not a good excuse to withhold game design if that was the case, espesically when said fastest route has a bit of a gate behind it and isn't immediately accessible (compared to below) unless you had prior knowledge of the game/dungeon already.


    Here, you speed run a dungeon by doing mass pulls, which isn't allowed by dungeon design, but the fact that most players are overgeared for the dungeon by the time it's already release and how undertuned tank damage is (espesically if healers are able to stand idle or dps). There's no sense of exploration for extra treasures; Compare Sastasha or Corn normal to Anti-hallway, the former has multiple dead ends that contains some potions or damaged gear for crafting (which are relatively strong for that level), the later has chests that are literally on a linear path and contains gear.
    I am not entirely sure if you are agreeing with me with an example, or arguing against what I said?

    That said, I agree with your points, it's a weird system we have.
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