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  1. #1
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Velhart View Post
    The hardest part about the deep dungeon was trying to keep myself awake doing it. It does feel like just going corridor to corridor of mobs, pick your poms, and proceed. The concepts they added into it add no layer of depth. I was expecting more objectives to take on and I was highly disappointed. Perhaps my fault for expecting something more from SE.

    Difficulty isn't even the issue here. It is just boring. It should of had random generated puzzles, unique objectives, and so on. With the amount of EXP it gives, it honestly is no different than doing a dungeon on the DF. At least with a DF dungeon, you don't need to mess with the save system.

    It is baffling this goes through SE's testers and no one complains that it feels dull, boring, and uninspired. But hey! I think the job sprites look cool!

    Why is SE's idea for content is just throwing wave of mobs at us? They play way too safe and don't think outside the box. Which is sad, because 2.0, the first patch had a lot of unique things going on and now SE just makes shallow content.


    I really gotta disagree and chalk it up to 'different strokes for different folks'.

    I find this to be really fun, especially if you go in as all DPS jobs. Really have to use teamwork and focus stuff down and use items smartly.

    I could see it being boring if you went in with a generic trinity setup though, but even doing it with a healer with me I still had fun. It's a lot like diablo or mystery dungeon to me-those games don't have 'puzzles' or anything like that, maybe you just don't like dungeon crawling?
    (5)

  2. #2
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by FoxyAreku View Post
    I really gotta disagree and chalk it up to 'different strokes for different folks'.

    I find this to be really fun, especially if you go in as all DPS jobs. Really have to use teamwork and focus stuff down and use items smartly.

    I could see it being boring if you went in with a generic trinity setup though, but even doing it with a healer with me I still had fun. It's a lot like diablo or mystery dungeon to me-those games don't have 'puzzles' or anything like that, maybe you just don't like dungeon crawling?
    Its no different from any other dungeon other than you can be any role you want. It adds no variety or mechanics that would make it less like a normal dungeon and more of a trial of sorts. They can make content interesting with puzzles and objectives and still have it fun and not difficult.
    (3)

  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
    Quote Originally Posted by bass9020 View Post
    Its no different from any other dungeon other than you can be any role you want. It adds no variety or mechanics that would make it less like a normal dungeon and more of a trial of sorts. They can make content interesting with puzzles and objectives and still have it fun and not difficult.
    More enemy mechanics like the slime explosions or the rhinos tank busting and stuff would be welcome, but actual puzzles and the stuff you're asking for would go against what they are trying to do.

    If you've never played a mystery dungeon game, maybe you should, because I feel like that is what this is trying to simulate, and it does a good job of that.
    (6)

  4. #4
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by FoxyAreku View Post
    More enemy mechanics like the slime explosions or the rhinos tank busting and stuff would be welcome, but actual puzzles and the stuff you're asking for would go against what they are trying to do.

    If you've never played a mystery dungeon game, maybe you should, because I feel like that is what this is trying to simulate, and it does a good job of that.
    Problem is we have plenty of content where you go in and simply kill mobs. There isn't much of a thought process on what you do in there. It really needs to be spiced up with a variety of objectives to complete to be interesting. This is "playing it safe content" at it's finest.
    (13)

  5. #5
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Its no different from any other dungeon other than you can be any role you want. It adds no variety or mechanics that would make it less like a normal dungeon and more of a trial of sorts.
    It's significantly different than normal dungeons.

    Normal dungeons are 100 percent scripted. These are completely unscripted. The maps are random, chests give different advantages and traps can cause deaths or wipes of people aren't careful where they step. Not to mention these dungeons have their own unique progression system to add to the uniqueness.

    If anything, Deep Dungeons is a great balance to the normal dungeon system, but by no means are these content types carbon copies of each other.

    EDIT: I totally wouldn't mind though if SE decided to make normal dungeons more like Deep Dungeons going forward. Imagine having storyline dungeons that were designed to fit a certain theme, with random "hallway" maps connecting larger fixed rooms where more interesting fights/mechanics could be in play. Doubt SE will go that far, but a paladin can hope.
    (7)
    Last edited by Thayos; 07-21-2016 at 01:57 AM.

  6. #6
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    you realize create procedural content and add new variable take time and balance, the advantage of this system it's they can upgrade it, add new type of monster, more floor, new objective and who know what....
    you can't expect this sort of mods to have everything from get go. soo far it's far better than diadem, people saying the inverse are simply weird, i'm sorry but that my feeling.

    Diadem was you get tons of people to the same place for not move for more of 40 minute to chain kill the same monster over and over and over and over.

    indeed in deep dungeon we are killing monster, opening chest and that most of it. but at least the monster vary with new mechanic added and if you don't go with the optimum group, believe me it's a challenge, try to go without healer and tank.

    Quote Originally Posted by FoxyAreku View Post
    More enemy mechanics like the slime explosions or the rhinos tank busting and stuff would be welcome, but actual puzzles and the stuff you're asking for would go against what they are trying to do.

    If you've never played a mystery dungeon game, maybe you should, because I feel like that is what this is trying to simulate, and it does a good job of that.
    exactly that
    (3)
    Last edited by silentwindfr; 07-21-2016 at 02:02 AM.

  7. #7
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,917
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I think I remember reading somewhere that the next 50 floors will be story related? So maybe we'll have some more interesting challenges there? I think this round was just an alternative to grinding Tam Tara and Toto Rak for your other classes.
    (1)

  8. #8
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Deep Dungeon looked like it was based on Nyzul Isle. It has a lot of things in common with Nyzul Isle. But why is it so much worse than Nyzul Isle? Treasures of Aht Urgan came out 10 years ago for FFXI. How is it that a decade later that they make the same general concept of content again but do it worse in every conceivable way but one (leveling jobs in there)? The main problem with XIV's content for combat classes is that it always is designed with a lowest common denominator approach to the point where it's only about fighting mobs. Look at what Diadem could have been, and look at what it ended up as. Look at what Nyzul Isle was, and look at what Deep Dungeon ended up as. It's just the same thing as regular dungeons with some randomness thrown in. There's nothing interesting about "kill things that are blocking your progress."

    http://ffxiclopedia.wikia.com/wiki/N..._Investigation
    (10)

  9. #9
    Player

    Join Date
    Oct 2011
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    1,561
    Quote Originally Posted by NovaLevossida View Post
    -snip-
    In interviews they said this dungeon was based on games like Chocobo's Mysterious Dungeon which they specifically mentioned as a point of reference. I think they also mentioned somewhere but can't remember where that this is a nostalgic throwback to the old FF games of the past, even the character icons are in the style old nostalgic FF toons as is the UI for it. If you have evidence of them saying at any stage it was based on Nyzul Isle I would be willing to take a look but it wouldn't be much of a nostalgic throwback though if they made it overly complex compared to how those old games were.
    (3)
    Last edited by Snugglebutt; 07-21-2016 at 03:18 AM.

  10. #10
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Snugglebutt View Post
    In interviews they said this dungeon was based on games like Chocobo's Mysterious Dungeon which they specifically mentioned as a point of reference. I think they also mentioned somewhere but can't remember where that this is a nostalgic throwback to the old FF games of the past, even the character icons are in the style old nostalgic FF toons as is the UI for it. If you have evidence of them saying at any stage it was based on Nyzul Isle I would be willing to take a look but it wouldn't be much of a nostalgic throwback though if they made it overly complex compared to how those old games were.
    I never claimed that they said Nyzul was the inspiration, only that it is very similar in concept to Nyzul in the only other FF MMO they've made and am questioning why the implementation here of the concept is so much worse than what we got a decade ago. If their actual inspiration is something of lower quality than what Nyzul was, it doesn't really change the fact that we still got a better and more interesting thing a decade ago.
    (3)

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