I don't know if they make content to cater to the casual population, or if the game is just limited and couldn't improve further. But I'm shocked by the lack of creativity for this content.

I don't know if they make content to cater to the casual population, or if the game is just limited and couldn't improve further. But I'm shocked by the lack of creativity for this content.



PotD was inspired mostly by Nyzul Isle from FFXI, and Nyzul had a lot more variety to it than this does. I really like PotD as a foundation to build on, but it really does need a fair bit of building upon it to make it a fully fleshed out piece of content.
The great thing about it though is that, since it's procedurally generated content, the devs can simply add new features to the map generator whenever they feel like and the PotD can gradually expand like that. They don't need to do big content releases for it. A few small changes over time would actually have quite a dramatic effect on the variety available on all existing floors.


Isle Nyzul looks more like a Dungeon Crawler to Wizardry style that l have here. In any case for the rest I copy my own messagePotD was inspired mostly by Nyzul Isle from FFXI, and Nyzul had a lot more variety to it than this does. I really like PotD as a foundation to build on, but it really does need a fair bit of building upon it to make it a fully fleshed out piece of content.
The great thing about it though is that, since it's procedurally generated content, the devs can simply add new features to the map generator whenever they feel like and the PotD can gradually expand like that. They don't need to do big content releases for it. A few small changes over time would actually have quite a dramatic effect on the variety available on all existing floors.
"the idea of these games is that while lower floors becomes more difficult, if Palace of the dead will have about 200 floors, the floors we have available are easy."


I don't see how content changing in the future has much relevance to the current implementation of it nor how that has relevance to the criticism of how it is currently. Moreover, your previous post linking what a roguelike is... We know what it is. It's just FFXI did this type of content better 10 years ago. It's sad to see that after a decade has passed, we ended up getting something nowhere near as good as Nyzul.Isle Nyzul looks more like a Dungeon Crawler to Wizardry style that l have here. In any case for the rest I copy my own message
"the idea of these games is that while lower floors becomes more difficult, if Palace of the dead will have about 200 floors, the floors we have available are easy."
I like the content, feels just like leveling in dungeons minus all the gear clutter but plus all the potsherd brown chest goodness on floors 41-50. Gaining real xp after clearing every tenth floor is nice too, went from 55-57 just doing 1-50 twice and 1-20 once (it was a grind, think all those floors took about 4 and a half hours total...but that's great cause I only log on like 1-2 hours lately to do savage). Nice alternative to leveling my NIN.
This content will be much more bothersome for those who are inept, I mean my NIN started out at 52 and 60 NINs I group with compliment my DPS output, that's rare in this game. I at times find myself stunned when I'm in there and the tank didn't even know they have overpower and spamming flash as a warrior. I guess for some people the "instant level 60 practice" scheme is more demanding.
Even if it's not a particularly speedy way to level up altjobs (since 21+ stages can sometimes take more time than an average dungeon run), I'll definitely take it over another goddamn run of Dzemael Borehold

I'm disappointed in it too. I didn't really go in expecting anything much, because I try to keep an open mind. But this was just ... eh.
Killing the same mobs over and over again in boring, samey environments just doesn't appeal to me. Particularly when the dev's patented quadruple-lock rng system prevents you from getting anything worthwhile for up to 3 hours of playtime! =D
Seriously. Layer 1 of rng - will a chest spawn?
Layer 2 - Will it explode?
Layer 3 - Will it be weapon or armour?
Layer 4 - Will it work or just flat-out say "nope, no upgrade for you"?
That last layer is just cruelty tbh. If your item is below the floor you are on, it should upgrade 100%. Full stop. Grinding for hours and getting nothing back is not fun when the content itself is lifeless.



Layer 4 have nothing to do with RNG.Killing the same mobs over and over again in boring, samey environments just doesn't appeal to me. Particularly when the dev's patented quadruple-lock rng system prevents you from getting anything worthwhile for up to 3 hours of playtime! =D
Seriously. Layer 1 of rng - will a chest spawn?
Layer 2 - Will it explode?
Layer 3 - Will it be weapon or armour?
Layer 4 - Will it work or just flat-out say "nope, no upgrade for you"?
That last layer is just cruelty tbh. If your item is below the floor you are on, it should upgrade 100%. Full stop. Grinding for hours and getting nothing back is not fun when the content itself is lifeless.
It depend of how many upgrades your weapon/gear already have and in which floor you are. Each floor have an upgrade cap. No upgrade if your weapon or gear is already over the cap of the current floor.



Yes it has. Just last run I had someone complain that his arm was unaffected by the silver chest we got on floor 49.
Not sure if there is a true upgrade cap either. My armor got upgraded from 19 to 20 on floor 23, when it was actually synced. Level and floor definitely play a large role, but in the end, it's still RNG.
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