

That's cute and all, but off patch upgrades are only relevant for the remainder of the patch. ;D This "effect" will be moot on the first day of the next patch.
I never said they got the idea - it's that this mechanism is here at all. I couldn't care less what it's based on, it's complete drivel.What? This is a dungeon type based on rougelike games. The "upgrades" only matter inside of this dungeon, and are randomized to encourage players to replay the same levels more than once. Sure it's used in FTP models, but you're way off base if you think that's where they got the idea.
It's not fun, it's an extremely poor mechanism for blatantly slowing progress for some and not others. How can this be good for people who find themselves having to run it over and over and getting very little?
Does it motivate them? No
It does the complete opposite.
That's the bottom line of rng - and why it needs removing from PotD.



But the effect of the ilevel 230 weapon is very small, because the are no "must have" with no alternatives
And still players buy rogue like dungeon crawler games, so not "free 2 play"I never said they got the idea - it's that this mechanism is here at all. I couldn't care less what it's based on, it's complete drivel.
It's not fun, it's an extremely poor mechanism for blatantly slowing progress for some and not others. How can this be good for people who find themselves having to run it over and over and getting very little?
Does it motivate them? No
example: https://www.youtube.com/watch?v=8vrFsWkqk8s 40 Eur
Next fix the lv50 boss give you guranteed upgrades.That's the bottom line of rng - and why it needs removing from PotD.
Last edited by Felis; 07-24-2016 at 01:35 AM.
If you are successful get a guaranteed reward. If you are not, then no reward.But the effect of the ilevel 230 weapon is very small, because the are no "must have" with no alternatives
And still players buy rogue like dungeon crawler games, so not "free 2 play"
example: https://www.youtube.com/watch?v=8vrFsWkqk8s 40 Eur
Next fix the lv50 boss give you guranteed upgrades.
What's the problem with that?
Oh I know, it wouldn't artificially hamper player's time and effort as a cover for shallow and poorly presented content.
Because of issues with level 50 people dropping or killing the party...
At level 49 have an option to op out but keep Aetherpool upgrades.
I personally am doing it for lore/eso and other items. right now. Lore would always make it worth it to me. However some just want the weapon. and inturn don't want to grind 1-40 again and again.. So an op out would be good for them.
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!


I would really like a variety of objectives to unlock the passage to the next floor. Something like finding hidden switches or activating lamps (what?). Killing monsters over and over and over for 50 floors is really repetitive, let alone the rumored eventual 200. We already have to do this in regular dungeons.


The ability to apply the glow effect to any weapon you have. Would make the boring runs worth it. Instead of giving us a re-skin of a lvl 90 weapon.
Make the dungeons have puzzles like platform jumping, physical traps that have a pattern to them. Like spikes shooting from the ground or a moving laser wall that moves back and forward. A giant rock rolling around the map that can squish players would make things intresting.
I hope they don't make floors 51-200 the same thing as 1-50 and the only difference it that the adds hit harder.
it seems like they didn't try with this dungeon thing. Saying that its suppose to be easy doesn't excuse the fact that they didn't add anything fun. like traps or puzzles to the floors. They got lazy and just put markers on the floor for the traps and a butt load of adds. We'd rather not waste money on anything creative and just use what we have to make money off of you while you farm the same 50 floors 16 times for that mount and 2 minions.


But farming the same dungeons every day for more than a month for currency gear, the same raid every few days for months for gear, or farming the same trials hundreds of times for mounts isn't a huge time wasting grind? Even if the feature is lackluster (which I give people that), it's still just a dungeon + type of thing.


Saying "because its the norm" dosent excuse the fact that it has to be that way. Just one, add just one puzzle to a room and it makes a difference (Some MMO's have 2 puzzles/machanics per dungeon). When I play a MMO I want to say "I cant wait to run these dungeons" and not "I have to run these dungeons".But farming the same dungeons every day for more than a month for currency gear, the same raid every few days for months for gear, or farming the same trials hundreds of times for mounts isn't a huge time wasting grind? Even if the feature is lackluster (which I give people that), it's still just a dungeon + type of thing.
heck add the chain pulling that Halatali NM/HM had or the the Spike ball that drops from the ceiling. Why no use the spikes from Qarn HM?




I like things like this, especially the block enemy from Qarn NM, though there are issues with hit detection on those imo, also the vines from Amdapor HM that act like the chains from Halatali.
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