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  1. #31
    Player
    Ragology's Avatar
    Join Date
    Sep 2013
    Posts
    596
    Character
    Brown Sugar
    World
    Adamantoise
    Main Class
    Monk Lv 62
    Quote Originally Posted by Alexander_Dragonfang View Post
    Dungeon team has to be fired. Seriously, if you don`t take into account graphic models and enviroments, we haven`t had a new dungeon since 2.0...

    trash, trash, (optional third trash pull), boss, trash, trash, (optional trash pull), boss, trash, trash, (optional trash pull), final boss.
    (the same but larger for raids)
    And bosses mechanics are basically simplified forgiving mechanics of older pieces of content.
    The easier mechanics are probably because of the player base. While we are adept at coming up with more effective rotations than the devs intended, many of us aren't so good at handling fight mechanics and are quick to cry for nerfs. Best to release somewhat gimped content than to release it at full power and then have to go back in and nerf it later.

    Also when it comes to linear dungeons, I run Dzamel Darkhold often and hardly see groups take the non linear paths; People aren't using opening the doors to the side rooms and the only reason a group takes on the mobs at the bottom of the cliff is when someone falls off of it. The devs probably looked at the data to see how many players got acheivements for exploring all dungeon sections and then decided to build them accordingly.
    (3)

  2. #32
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Whocareswhatmynameis View Post
    Truthfully I think that's the best thing they could have done... If they put Palace of the Dead in with 3.3, everyone would probably be done already with no new content coming for another 2.5 months... Do I think Palace of the Dead will keep people entertained for 2 months? Probably not, but staggering out the casual content is the only option they have since no1 raids..
    Thing is, no amount of content they put out will ever last because gamers nowadays consume content at a significantly faster rate than any developer can sate. Legion is coming out and I guarantee plenty of WoW players will have it completely done within a month. That expansion has to last an entire year. Now that isn't to say either game couldn't offer more, however there will never be a time where we're not "waiting" because those of us with ample time will finish what they do release within hours or days. Which segues nicely to another point. FFXIV caters to a demographic of players who aren't capable of logging in 6-10 hours a day, everyday. Therefore, plenty of what they release does last longer than some may perceive.
    (1)
    Last edited by Bourne_Endeavor; 07-17-2016 at 06:06 PM.

  3. #33
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    This patch honestly doesn't matter regardless of how good it could've been. You have legion coming next month which will influence the playerbase for at least a month. More than likely 3.4 will come out in October (no later than November) with whatever they are deciding to do for exploration and wow will probably release their first raid around the same time. This playerbase up and down will continue till WoW's usual content drought after 3-4 updates over a 6-7 month period. By then 4.0 will be on its way while people are subbing/unsubbing from whatever the possible 2 part patch 3.5 will be. Kinda funny how predictable all these games are.
    (0)

  4. #34
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by RLofOBFL View Post
    But it is terrible at retention since all the gear will always undoubtedly be replaced with even number patch gear
    This is, unfortunately, happening at a quicker pace than in the 2.x series due to the introduction of normal mode raids. You no longer use your (savage) raid or tomestone gear in the next (savage) raid since as of 3.2 normal mode/easily accessible crafted items are higher ilvl. At least in 2.4 you could use a good High Allagan piece or weapon for progression. In all likelyhood we'll be getting a primal that drops item level 250 weapons so there's no reason to even bother with Midas savage right now.

    That issue aside, it seems like they're constantly gimping parts of the game that could have depth for the benefit of new players or super casual players. Item stats might be hard to figure out, so remove stats. Difficult dungeons might make someone sad, so remove all difficulty (except from savage raids which are now horribly tuned). A seasonal event having a semi-entertaining fight might exclude low levels, so make them all level 15 FATEs. Deep Dungeon might make someone sad if they can't participate for an hour, so open it at level 17 and make it beatable by 4 DPS.
    (0)
    Last edited by Brannigan; 07-17-2016 at 02:08 PM.

  5. #35
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Ragology View Post
    The easier mechanics are probably because of the player base. While we are adept at coming up with more effective rotations than the devs intended, many of us aren't so good at handling fight mechanics and are quick to cry for nerfs. Best to release somewhat gimped content than to release it at full power and then have to go back in and nerf it later.

    Also when it comes to linear dungeons, I run Dzamel Darkhold often and hardly see groups take the non linear paths; People aren't using opening the doors to the side rooms and the only reason a group takes on the mobs at the bottom of the cliff is when someone falls off of it. The devs probably looked at the data to see how many players got acheivements for exploring all dungeon sections and then decided to build them accordingly.
    It isn`t really about linear vs open content or really hard mechanics. You could have this exact same difficulty and linearity in a more fun pattern. A example.


    Instead of doing 3 trash pulls from boss A to B, have an NPC opening a door while you have to defend it from 3 hordes of coming enemies.

    Is exactly the same 3 trash pulls. Its the same "linearity" and the difficulty is exactly the same. A good example of this was Amdapor Keep HM last trash pulls from boss 2 to final boss. It was a DPS check and instead of just runing collecting mobs along a long pathway, you had to beat em in a horde mode. That could be repeated in several other ways.

    Adding more diverse challenges than just trash mobs to kill. Dungeon sections where you interact more with the enviroment than just killing trash. Damn, we have jumping, why there isn`t jumping puzzles and jumping detection mechanics.

    The potential for diverse, fun and easy content is there, you could have it all if you wanted, is just about developers getting out their lazy comfort zone of making structured dungeons.

    Trash 1, Trash 2, Trash 3, Boss A, Trash 1, Trash 2, Trash 3, Boss B,...

    Damn, Tam-tara might be one of the most inventive dungeons since it doesn`t have 3 bosses but barriers and one final boss. If asking for this changes is "disregarded" because it might be too difficult for the playerbase, developers are literally insulting said playerbase.
    (0)

  6. #36
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    A while ago my friends brought up a discussion over the recent patches and wondered if they were getting smaller in size. We used to get 3 dungeons at one point instead of just 2 every patch. I believe they said it started during Heavensward though I could be wrong. Also Hunts seem more ignored as well and almost loses its worth when you have dungeons that give you reasonable gear to progress. Unless you want the original hunt gear (not the centurio stuff) because centurio seals don't have Hunt gear of its own you can buy, instead its the previous tome's gear.

    Maybe they'll add something next patch prior because they often catch onto these things after people take notice, besides people still do these things often just for the lore unless there's something else they're grinding them for. Not counting leves, not sure what they're doing with those...
    (1)

  7. #37
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Kurogaea View Post
    A while ago my friends brought up a discussion over the recent patches and wondered if they were getting smaller in size. We used to get 3 dungeons at one point instead of just 2 every patch. I believe they said it started during Heavensward though I could be wrong. Also Hunts seem more ignored as well and almost loses its worth when you have dungeons that give you reasonable gear to progress. Unless you want the original hunt gear (not the centurio stuff) because centurio seals don't have Hunt gear of its own you can buy, instead its the previous tome's gear.

    Maybe they'll add something next patch prior because they often catch onto these things after people take notice, besides people still do these things often just for the lore unless there's something else they're grinding them for. Not counting leves, not sure what they're doing with those...
    Yes it was HW, "going from 3 to 2 dungeons per patch so they can put resources to other types of content." Which we haven't really seen. Aquapolis is certainly not the creative equivalent of a 3rd dungeon. Nor was diadem. Deep dungeon could be, and is certainly different enough with what we've seen so far it's promising. The limitations they've placed on that, that we know of already, is gonna make that content a lot more dead in the water than it should be though. Talking about the 2 save slot limitation and forcing people into set statics for each of those slots.
    (1)

  8. #38
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Alistaire View Post
    -snip-
    Content attempts like Diadem and Aquapolis is the replacement for the 3rd dungeon. We trade the 3rd dungeon for testing the waters with new types of content. Which is also what Deep Dungeon is supposed to be. A new type of content. It was simply delayed.

    The problem with Diadem is that except for gathering classes it was invalidated too easily, which is why they plan to revisit and modify it. For all intents and purposes Aquapolis was a very successful piece of content that can be expanded upon, altered, and reused.

    When you look at Deep Dungeon, its leaderboards are going to be solo only. The save slot configuration aims more towards running with friends, while still having flexibility to que with other people running the system if you do not have a group of friends to run it. Could they have gone with more save slots? Sure, the real question is: How many? People would still complain about having 4 slots, or 8 slots, or even 16 slots for some.
    (0)

  9. #39
    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 TankHunter678 View Post
    ...
    Aquapolis is actually doing well too. Its quick for rewards (or rejection) and is a neat party activity. Alot better with a group with a need-all rule, saves the "Mine!" mentality for the pugs I suppose. If they did update it, it'd be cool if they added some more diverse floors, or some sort of trial to reach a door before opening it besides a bombardment of enemies. I mean I can't stand the rng, but if they allowed you to choose a harder path that has, say, an 80% chance of success with some tougher enemies and platforms compared to the 50% chance door nearby with an average grouped mob, or a 20% door for those who are feeling extra lucky that has no mobs but after choosing it and succeeding you get bonus rewards the next round just for taking the risk, tat would be pretty neat and wouldn't feel so annoying sometimes like when you open the first door and it shuts on you (I felt so bad for my friend wen that happened but we all laughed in the end anyway, plus my portal never appeared XD) This wouldn't be so bad if they did it this way.

    Yeah this sounds about right. I already heard reviews of the Deep Dungeon so I'm guessing Legacy servers had first dibs or something, but why not us too if that's all your adding in this quick patch? I think at some point someone mention in forums that they didn't want us bombarded with content but I really don't see why that's a thing, especially since Deep Dungeon sounds more like the new type of content we were promised in Heavensward. I wouldn't hold it back anyway unless they were just testing it from the legacy servers. Still makes me wonder what they can add after Deep Dungeon is released, but if its done right we wouldn't have to think this way, or just me anyway : p
    (0)

  10. #40
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    A big problem with Diadem is that it was half baked and way too unrestricted so it led to people doing what is most efficient: standing in one place chain pulling. Unfortunately since none of the monsters in there have any depth beyond "I put a debuff on you then do a tank buster," the entire zone is super boring. I think by the third time I entered I couldn't stand to play it for more than 15 minutes. Also this ultra boring ultra easy activity gave the best rewards in the game by far. Hoooooooooly hell what a misstep on something that could have been awesome.
    (0)

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