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  1. #1
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90

    Revenge of the Round Arena!

    Most of the dungeons nowadays are round arenas connected by short paths. These dungeons are becoming incredibly boring and repetitive, no matter what the visuals are outside of this ridiculous pattern. Hell, the dungeons don't even make sense anymore; the paths and arenas are completely disconnected from the dungeon at large, in some of them, as if the dungeon is just a visual theme for the paths and circular boss arenas.

    Please, for the love of the twelve, bring back real dungeons. I don't know what your reasoning is behind what you're doing now, but it really really needs to stop. I ran through Stone Vigil and Dzmeal Darkhold the other day for the first time in a long time, and it was absolutely refreshing to be in dungeons that made sense. We need more of that, please.
    (16)

  2. #2
    Player
    Zigabar's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    704
    Character
    Sanura Tsukishiro
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Stone Vigil. So you'd rather have square arenas? I'm not sure I'd call that refreshing.
    (4)
    A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.

    Quote Originally Posted by AriKitae View Post
    I would advise against the “you pulled it you tank it” shtick. Try diplomacy first. “Please allow me to pull the mobs.” [...] While the deeps is wrong for pulling ahead, you certainly aren’t right by not doing your job.
    #GetSelliBack2016

  3. #3
    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 Zigabar View Post
    Stone Vigil. So you\\'d rather have square arenas? I\\'m not sure I\\'d call that refreshing.
    Hexagons ftw
    (8)

  4. 05-28-2016 01:27 AM

  5. #4
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Alexander Midas 6 was really daring
    A corridor and then a mixture of circular and square arena's, the absolute mad man, how did the board room meeting go? Even the yes men didn't know whether to nod their heads.
    (1)
    Final Fantasy XIV forums in a nutshell
    Quote Originally Posted by Saccharin View Post
    I stopped reading here. I really did. Can people stop asking for FF14 to be FF11 reborn. They tried that and look what happened.

  6. #5
    Player
    Moomba33's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    986
    Character
    Eva Gamirdren
    World
    Ultros
    Main Class
    Archer Lv 100
    I suspect they don't do more interesting arenas because the playerbase usually finds a way to exploit it. Like how at launch you could dodge Doom from Qarn's first boss by climbing on the rubble, or how players would drag the Relic Reborn chimera up the hill so ranged wouldn't have to move for Dragon's Voice, or how people would hide in a ditch in t5 to force Twintania to Divebomb from one direction and make it easier to dodge.
    I don't see the circular arenas as a big deal myself but variety is always nice.
    (20)

  7. #6
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Zigabar View Post
    Stone Vigil. So you'd rather have square arenas? I'm not sure I'd call that refreshing.
    I was using Stone Vigil as more an example of a dungeon that actually made sense. It was a building. It felt like a building. The "square arenas" made sense.. because you were in a building. Most dungeons nowadays feel completely out of place. Seriously, I first noticed this trend in CT2, and it's only gotten worse as time went on.

    Quote Originally Posted by Moomba33 View Post
    I suspect they don't do more interesting arenas because the playerbase usually finds a way to exploit it. Like how at launch you could dodge Doom from Qarn's first boss by climbing on the rubble, or how players would drag the Relic Reborn chimera up the hill so ranged wouldn't have to move for Dragon's Voice, or how people would hide in a ditch in t5 to force Twintania to Divebomb from one direction and make it easier to dodge.
    I don't see the circular arenas as a big deal myself but variety is always nice.
    All of these things are things they can plan for. Instead they don't and just make flat round arenas; it makes them look lazy.
    (0)

  8. #7
    Player
    Jetstream_Fox's Avatar
    Join Date
    Jun 2014
    Posts
    747
    Character
    Syvic Zivota
    World
    Seraph
    Main Class
    Archer Lv 81
    Quote Originally Posted by TheRogueX View Post
    All of these things are things they can plan for. Instead they don't and just make flat round arenas; it makes them look lazy.
    While you're not wrong, they could have certainly planned the Chimera out better as well as T5, the reason why we don't get variety is more on part with how they decided the gameplay was going to be in early stages of development. Since they went with the trinity, almost everything has to be small enough for a tank to control. You can't really have anything else because every tank is going to take every group to a centralized location to fight, had this game not focused on the trinity, rather a more chaotic battle flow with AI that doesn't lock on to one specific player but the group as a whole, then we would see different layouts and designs.
    (0)

  9. #8
    Player
    Ronove's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    252
    Character
    Rinh'sae Poales
    World
    Leviathan
    Main Class
    Summoner Lv 100
    Quote Originally Posted by cyborgmermaid View Post
    And while we're at it, a trial that isn't a completely flat playing field would be nice. SE, you added jumping to 2.0 despite so many people's outcry over it, make it actually flipping useful in a fight.
    I think there's a reason everything's flat now; in T5 you could trivialize certain mechanics because there were slopes.
    (3)

  10. #9
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,482
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Moomba33 View Post
    I suspect they don't do more interesting arenas because the playerbase usually finds a way to exploit it. Like how at launch you could dodge Doom from Qarn's first boss by climbing on the rubble, or how players would drag the Relic Reborn chimera up the hill so ranged wouldn't have to move for Dragon's Voice, or how people would hide in a ditch in t5 to force Twintania to Divebomb from one direction and make it easier to dodge.
    I don't see the circular arenas as a big deal myself but variety is always nice.
    I don't really see a problem with out-of-the-box strategies like that.
    (8)

    http://king.canadane.com

  11. 05-28-2016 02:51 AM

  12. #10
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    Stone Vigil is one of my dearest dungeons ever. I really liked the design of the corridors and the difficulty it had. It made it very interesting. I think they make the boss rooms circular in order for players to have more space for dodging. I remember they stated this in some interview some time ago. I do agree that the circular areas in many cases do not seem to fit at all with the surroundings.
    There are plenty of ideas for boss areas/rooms.
    We can fight a boss in a forest like area where we have to hide behind trees to dodge aoes, or in plains like/valley where the enemy flies and dives towards us, or a mountain path near a cliff, a beach area etc. There can still be "invisible" walls but at least visually the place can feel more open. I do agree that the circular areas became too much repetitive and boring. I'm still waiting for more dungeon like the Vault where enemies running towards you and not waiting to be killed like statues. Please dev team take a not note on this.
    (2)

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