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  1. #1
    Player
    Crysten's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    384
    Character
    Crysten Kimura
    World
    Ragnarok
    Main Class
    Gladiator Lv 80
    I'm perified that:

    > At around level 65, I'm going to run into another tribe of poxy Moogles.
    > At about level 67-68 ish, I'm going to stumble across another hamlet which Rowena is going to develop into a city state superpower over the course of 5 patches.
    > When I hit level 70, I'm going to be farming the same two dungeons for yet more Allagan tomestones (for it is always tomestones).
    > A new series of boss fights raid will be introduced every even patch and a new 24 man flustercuck raid every odd patch.
    > There will be a new relic quest line just repeats the same grind of old content but with the added morality choice of whether you kill off the anima you helped create, you monster.
    > People will still not know how to Heavy Thurst with the new simplified battle system.

    TL : DR - Shake things up, please
    (15)
    Quote Originally Posted by AxlStream View Post
    You're good at the game? You're an elitist.
    You're using a parser to better yourself? Elitist.
    You're making suggestions on how someone can improve themselves? E l i t i s t.

    You wipe a farm party constantly but you're having fun playing your way. Nah you're fine dude.

    This community astounds me at times.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    The issue I had with that part is that you need to be REALLY careful implementing dungeons in that style. While I personally wouldn't mind a bigger dungeon (Blackrock Depths and the revamped Karazhan come to mind) with an increased reward, without other gameplay aspects keeping advancement on a leash you'd probably get tanks pulling entire rooms of trash to get AoEd down. The increased reward would thus make all other content not worth doing because you'd likely be able to cap tomestones faster with the big dungeon. If you don't increase the reward on a bigger dungeon, you make that dungeon not worth doing (see: Occulus during WotLK).

    The focus should be on introducing different dungeon content. Have one be a sort of free-roam zone where you can kill the first three bosses in any order you want to unlock the fourth boss. Have one dungeon require some back-tracking in order to advance. Make another one a coliseum fight where you fight only bosses and no trash. Make another take place on a moving train. Make another a descent down a big pit where your stopping points are to fight some trash and a boss mob.

    The mentioned 3.5 dungeon that'll take place on top of an airship sounds like a step in that direction.

    ----------------

    As for me, what worries me is what the devs are planning for the battle system (I'm hoping they'll go into more detail on this as we move forward instead of release only a vague video with pretty special effects). Suffice to say, the move to HW has left me with shaky faith in the devs, specially taking into account some of the design decisions they made for certain jobs.
    This.

    I wonder (no sarcasm) if it's unreasonable to expect that SE would take the same thorough look at their dungeons as, say, WoW has when creating and adjusting the dungeon timers for their mythic+ runs, varying from dungeon to dungeon... or similarly, in applying differing rewards for each dungeon to match the time and effort necessary to complete it. That just might be something they're not interested in doing. I imagine a lot could be done through minimum or "dungeon" ilvl scaling, to keep the expected times and rewards around the same band, rather than needing readjustment over time as larger pulls become safer, where the rewards rather than the completion time scales with your (excess / amount reduced in sync) ilvl, or some similarly universal adjustment to mitigate need for manual/individual effort-to-reward balancing, but beyond that... I'm not sure SE will even make the attempt, or even if it'd really be worth it for them to do so?

    All these examples would be refreshing in themselves. While I'd love a true exploratory dungeon, let's face it, "dungeon" itself has a new connotation compared to D&D days -- which even then may have been mixed between 'exploratory' and 'survival grinding'. Just getting away from the 'running routine' as you said, Munba, should do a lot for revamping dungeons. And who knows, maybe someday we can get a decent bit of auto- / procedural generation, rather than just randomly attached cube rooms a la Palace of the Dead.

    Sidenote: I too am very wary of the upcoming design changes, but more in a WoW 'streamlining' kind of way than the half-assed-ness of HW.
    (0)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    I wonder if it's unreasonable to expect that SE would take the same thorough look at their dungeons as, say, WoW has when creating and adjusting the dungeon timers for their mythic+ runs, varying from dungeon to dungeon... or similarly, in applying differing rewards for each dungeon to match the time and effort necessary to complete it.
    That would require them first creating dungeon tiers like WoW's normal vs heroic vs mythic, which I find unlikely given how they implement hard mode dungeons.

    It would require a change in the reward structure as well, with tomestone gear being the first casualty by either notably nerfing it (to the level of the class order hall sets relative to raid gear) or outright removing it from the game.
    That just might be something they're not interested in doing. I imagine a lot could be done through minimum or "dungeon" ilvl scaling, to keep the expected times and rewards around the same band, rather than needing readjustment over time as larger pulls become safer, where the rewards rather than the completion time scales with your (excess / amount reduced in sync) ilvl, or some similarly universal adjustment to mitigate need for manual/individual effort-to-reward balancing, but beyond that... I'm not sure SE will even make the attempt, or even if it'd really be worth it for them to do so?
    The problem with ilevel scaling or capping ilevel is that you defeat the purpose of getting gear, which is to get stronger. I guess the third option would be weakening the gains in power from ilevel jumps (so ilvl270 gear is not notably weaker than ilvl280 gear), but I'm sure that'd lead to people complaining about how their gear is not making them notably more powerful when they upgrade one piece.

    While I'd love a true exploratory dungeon, let's face it, "dungeon" itself has a new connotation compared to D&D days -- which even then may have been mixed between 'exploratory' and 'survival grinding'.
    I guess I look at it differently. What I was thinking is that you're in a jungle or something with three bosses, a big tiger, a big gorilla and a giant worm. To get access to the last boss of the instance you have to kill those three bosses, but the ordered is not decided for you and instead they can be tackled in any order you want. If you want an idea of what the instance would look like, I'd point to The Black Morass from TBC; just bigger and without the portals and time-traveling dragons.
    Quote Originally Posted by Fevelle View Post
    My biggest fears are the changes to the battle system. I fear they will change it too much and make FFXIV another generic action-MMO.
    You might want to be specific, since the word generic seems to mean nothing these days aside from "something I don't like that I'm trying to make look bad".
    Quote Originally Posted by Brannigan View Post
    I really hope they don't continue the Heavensward gear progression trend of releasing normal mode/crafted gear that outclasses the previous savage gear.
    This is sort of inevitable because of ilevel jumps. Crafted gear should be able to allow someone to leapfrog having to do older content, but materia and overmelding has sort of messed that up a bit. Granted, I don't think crafted gear should be of higher ilvl than past tier gear. The Midas Savage sets were all i240, and I think that heavy metal/star velvet stuff should have been i240 to act as a starting point for those that don't want to grind lore tomestones or raid.
    (1)
    Last edited by Duelle; 10-19-2016 at 07:11 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Duelle View Post
    You might want to be specific, since the word generic seems to mean nothing these days aside from "something I don't like that I'm trying to make look bad".
    Think any Korean MMO with strifing/button mashing gameplay. I really really love the RPG feel that the FFXIV targeting system gives, and I hope they don't change from a rotation to "press this button as fast as you can while maintaining your camera on the boss".
    (1)

  5. #5
    Player
    erish's Avatar
    Join Date
    Aug 2013
    Posts
    72
    Character
    Toilet Duck
    World
    Excalibur
    Main Class
    Warrior Lv 63
    That its going to be exactly the same as what we have now, 2 dungeons ( one of which is a HM remake ) + trial / raid with some new idea that sounds great but is implemented horribly ( See daidem ) that flops from the get go.

    Just please dont be this.
    (28)

  6. #6
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    someone going to get "Haurchefanted"
    (40)

  7. #7
    Player
    CUTS3R's Avatar
    Join Date
    Aug 2013
    Location
    Over there, on the left
    Posts
    829
    Character
    F'lhinna Kutseru
    World
    Moogle
    Main Class
    White Mage Lv 60
    Quote Originally Posted by gumas View Post
    someone going to get "Moenbryda'd"

    Fixed it.




    Quote Originally Posted by Atoli View Post
    The introduction of level jump/story jump potions.
    That is my major fear for the game tbh, 4.0 and beyond.
    (3)
    Last edited by CUTS3R; 10-17-2016 at 07:34 AM.

  8. #8
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by CUTS3R View Post
    That is my major fear for the game tbh, 4.0 and beyond.
    Its a reality; however, its not honestly that bad of a thing in a game like this, especially for people who like to level alts without having to move servers. You get 1 job up to 60 and the ability to skip story stuff (I'm referring to its implementation being around the time of Stormblood). Not seeing how that's bad for anyone since the person still has to reach the cap. People level jobs up to cap and still don't know how to play them, so there's no difference. Now if we don't get a free one with the purchase of the expansion when they start implementing, then there might be a problem. Whether people want to use it or not is up to them, but its the principle.
    (0)
    Last edited by KitingGenbu; 10-17-2016 at 07:47 AM.

  9. #9
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by KitingGenbu View Post
    Its a reality; however, its not honestly that bad of a thing in a game like this, especially for people who like to level alts without having to move servers. You get 1 job up to 60 and the ability to skip story stuff (I'm referring to its implementation being around the time of Stormblood). Not seeing how that's bad for anyone since the person still has to reach the cap. People level jobs up to cap and still don't know how to play them, so there's no difference. Now if we don't get a free one with the purchase of the expansion when they start implementing, then there might be a problem. Whether people want to use it or not is up to them, but its the principle.
    Makings crafting alts for working around specialization pay to win.
    (2)

  10. #10
    Player

    Join Date
    Apr 2015
    Posts
    658
    Knowing that everything we are gathering right now, will be completely useless after the expansion. Much like HW a clean new slate, But on the other hand, it's good for people who want to really catch up, after a long break, because they'll have the same chances everyone has.

    But it's not really a fear more of a "why the hell am i working for this stuff when it's going to be all dead soon" spent 15-30 mil to keep up with content? well grats it won't be worth jack at 4.0.
    (8)

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