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  1. #191
    Player
    Rynia's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    140
    Character
    Rynia Tenendora
    World
    Shiva
    Main Class
    Conjurer Lv 60
    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.
    (14)

  2. #192
    Player
    Destous's Avatar
    Join Date
    Sep 2015
    Posts
    200
    Character
    Oni On
    World
    Behemoth
    Main Class
    Paladin Lv 60
    So, it does tend to remind me of Diadem. You go around killing monsters, and every 10th floor you fight a stronger monster (a boss).


    What happened after 30 floors, doing matched groups, is that the new strategy was to skip as many monsters as possible, killing only those necessary to open chests. The most popular strategy, just as it was in Diadem, was to ignore as much of the content as possible while still reaping the rewards you're seeking; this is because, just at it was in Diadem, it's the only way to cut through the immense tedium of the content.

    Everything about PotD progression is obnoxious. Replaying the leveling process of your class isn't fun; it's just tedious. Finding silver chests isn't fun; this effectively gates your ability to progress via RNG rather than anything the player is doing. Why SE thought it'd be a good idea to have the amount of silver chests be RNG, and then on top of that have whether or not you get a + to your weapon/armor out of it also be RNG, is beyond me. This is just a slow and painful process.

    But why is it a slow and painful process? What determines if a process is slow?

    The rewards.

    Going through 50 floors of this dungeon takes about 3 hours depending on RNG (love that RNG based progress). What you ultimately get out of it is a level 5 materia per run.

    Beyond that, there's the weapon rewards. You get an i235 weapon, but acquiring it comes down to, again, RNG. You need to reach 30/30 on your aether gear, which means running the dungeon multiple times. So if you thought replaying the leveling process on fast forward was fun the first time, then you can look forward to resetting your data and doing it all over again, and most likely again after that, before you get your weapon.

    The ability for SE to not understand the difference between fun and tedious has become astounding; this is further exemplified by talks of this dungeon receiving and additional 150 floors in the future. The idea of this dungeon being 300% longer makes me want to drive my head through my wall.
    (11)

  3. #193
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Karen_Cerfrumos View Post
    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 like the distraction away from dungeon leveling. Though my premade has floors 1-50 down to less than 2 hours. I get to pretend like I am a real ninja and run behind mobs to get chests while others are killing to pop passage lol. We been getting decent xp at that pace, it helps that a premade keeps their items though, three minos is the funniest thing to see on floor 49
    (0)

  4. #194
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    I ran it about 4 time already. On my 3rd time I got 30/26 aetherpool rating .... on my 4th time it's still 30/26 due to each of them failing even though I was on the 40-49 floors.

    While I do enjoy it, I'm not a fan of these rng-based failures.

    There seems to be a trend of leaving prior to the floor 50 boss if they don't get any aetherpool upgrades. This has not happened to me yet, but I can understand not wanting to slog through floors 1-49
    (6)

  5. #195
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by ChocoFeru View Post
    (..) it's supposed to be really hard to reach 200, (..)
    Thats not how a dungeoncrawler works.
    While it is true, that the monsters getting stronger with each floor, it doesnt mean that it will become harder!
    The keypoint in dungeoncrawler games is that you may run out of items or armor/weapons.
    Its not the problem of rushing too fast through it, but could be because of RNG loot.
    While on the first half of floors you will get higher chance of good gear (because you are not at max level where you need the best of the best stuff) the second half becomes harder because you will need to flee from some enemies until you get special items or you catch up with level. Speaking of level: It is common to outlevel enemies if you cant pass a floor, thats why you are motivated to run the same again and again because leveling up (or getting better gear, or to stock up items) to finally pass the floor...
    Mostly it is designed, that you can power up on the fly without repeating the same floors 100 times.
    I have seen bad dungeoncrawlers where you had to level in floor 1-10 for 200 times before you could survive floor 11-20...
    While in good dungeoncrawlers you can go through floor 1-10 getting more or less usefull items/gear and with use of them you can pass floor 11-20, depending how lucky you are with RNG loot, you can reach the last level, for those who are unlucky, there are checkpoints where they can save the items and stock up to prepare for the next floors... still, there are dungeoncrawlers i liked most who had a very good balancing where you just had one life and dead means DEAD.

    Just my opinion, but currently it is not a dungeon crawler (compared with wizardry)


    To finish my posting: I like what was said here:
    Quote Originally Posted by Destous View Post
    (..) The ability for SE to not understand the difference between fun and tedious has become astounding; this is further exemplified by talks of this dungeon receiving and additional 150 floors in the future. The idea of this dungeon being 300% longer makes me want to drive my head through my wall.
    (2)
    Last edited by Yukiko; 07-21-2016 at 11:58 PM.
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  6. #196
    Player
    Maxipep's Avatar
    Join Date
    Mar 2014
    Posts
    135
    Character
    India Carter
    World
    Goblin
    Main Class
    Archer Lv 60
    It looks like the Dev's got fed up with it too, I think this was the first patch released with known issues. Mind you it is super boring, but I'm sure to it's pretty amazing to some people which is cool. They can't please all of us all the time. All you can do is try these things and if you don't like it move on.
    (1)

  7. #197
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by myahele View Post
    There seems to be a trend of leaving prior to the floor 50 boss if they don't get any aetherpool upgrades. This has not happened to me yet, but I can understand not wanting to slog through floors 1-49
    I really hope this doesn't become popular practice, but I can't blame people too much for doing it as the design of the content encourages that behavior.
    (2)

  8. #198
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Destous View Post
    But why is it a slow and painful process? What determines if a process is slow?

    The rewards.
    Due to the way the game is set up, these rewards will never feel like a major accomplishment. This though, to me, goes back to the lack of unique gear and being no horizontal progression, but that's another topic. You work for the ilv235 weapon, only to realize most people will already have an iLV235 weapon from Nid Ex, or those who already have their relic. For most people, not myself though, it's just another glamour..the true endgame. I'm not saying you're wrong, in fact you're very much right. I just realize now that the rewards will not live up to that "yay!" feeling of accomplishment. Thinking in that sense, all the content gets hyped down.

    Still, I am enjoying myself. I'm just not holding anything to extreme levels of hype.

    The more I do play it though, I see it is a good system within the restraints of the game itself. There could be more things, always. People did talk about puzzles, while my original statement was "It's good but..." I think if you mix it up with other things, it could work. Though remember eventually, everything becomes memorization and repetitive.

    They could do more with these items that let you change mobs. Someone mentioned chopping trees, or something along those lines. Maybe changing into a goblin miner to extract stones or cave in a poison leak. Mix it up with puzzles, like Quarn but with more backlash if you fail. Right now, if you don't remember the pattern and stones..just fail and kill the monsters. If they did something like a 10 minute debuff that couldn't be removed, say damage down or heavy / acc down..people wouldn't avoid it.

    You now have puzzles with dire consequences, environmental objectives using items that turn you into a gathering class, or a moogle crafting class...synthesize a potion that wears off a bosses enhanced buffs. If you skip it the boss will be harder to kill, or locks some abilities. None of these ideas are perfect, they all have their flaws..but taking multiple ideas and rotating them randomly, could help a bit?

    Looking at it casually, doing these early levels is actually a bit more harder than it was doing the dungeons. So for casual players, or new, I can see it being fun while those who have done everything do see room for improvement.

    I'm sure they're looking for that balance, though I'd guess that being a developer just to read people beating it within a day or two and going "this was sooo easy, you guys don't know what you're doing!" makes them go "You want difficult? Okay mother-$#%@!#, just wait..i'll see you next patch with the thread that you started and how it goes on about how it's too hard" so these next set of floors could be brutal lol. Though people strongly feel there's a difference between the fun and challenging, you have to think about it from a developers point of view.
    (2)
    Last edited by Leigaon; 07-22-2016 at 12:34 AM.

  9. #199
    Player
    Cakekizyy's Avatar
    Join Date
    Jun 2016
    Posts
    1,057
    Character
    Cakellene St
    World
    Gungnir
    Main Class
    Samurai Lv 70
    Quote Originally Posted by ChocoFeru View Post
    If it gave ilv400 weapons, people would be happy about it.

    Some of you care too much about digital items and forget about the fun/challenge.


    Anyways, it's just floor 1-50, it's supposed to be casual content at this point. It won't be considered a true challenge until floor 200 is released IMO.

    Deep Dungeon looks good so far for now, and I'm hyped for the 51+ floors!
    Fun and challenge are widely divergent for me.

    Possible solution to people leaving at 49, leaving resets you to floor 1.
    (1)
    Last edited by Cakekizyy; 07-22-2016 at 12:38 AM.

  10. #200
    Player
    Nerisu's Avatar
    Join Date
    May 2015
    Posts
    193
    Character
    Lennard Cruce
    World
    Typhon
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by NovaLevossida View Post
    I really hope this doesn't become popular practice, but I can't blame people too much for doing it as the design of the content encourages that behavior.
    Perhaps they can add a guaranteed silver chest after beating the 50th floor boss to avoid this from becoming the norm.
    (9)

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