Nah, I honestly had another thought that might be a better compromise, because I think the only fix that really needs to occur is losing all progress when you d/c solo.
Also let's just say we do use the OP's idea, then I would say you also can't obtain Sacks which would mean that the run up would just be a test to see if you cna pull it off if you lose so that you are more prepared next time. Unranked would work if you removed the reward at 200, the potsherds from brown chest, 50/50 on removing aetherpool ability upgrade, and removing the ability to find Silver/Gold Sacks.
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Now when it comes to solo play,the time versus the chance of d/c makes it difficult to deal with to an extent. Since a 10 floor run can take about 50 minutes more or less at higher floors this idea came to mind. I know it would take time to code this since there would be new data to save such as Current Buffs, Current Floor layout, Current Floor traps etc etc. BUT when you save for the floor it brings you back to a hub where you can't trade with anyone and if you leave said hub you relinquish that save. So say you are on floor 106 with 30 mins left and you d/c. The game will create a save with all that progress and when you log on you will be back in the hub allowed to re-enter with the progress you had before d/cing. But see I don't think this is a lot to ask for because this design wouldn't allow someone to leave and come back in later with more items, when they "save" or "d/c" in this manner the save is only good while they remain in the hub and leaving the hub will cause them to lose that accessibility.
I just would like to see something implemented that relieves the stress of losing all your progress doing a run because of a server side issue or d/cing but another thought that comes to mind if the above might be hard to code is.
Idea 1. Put a Save at the start of each floor that can only be used if you haven't gone into the next room or used any items of that floor. You can "save" your progress and be put back in the hub to continue when you come back but only if you remain in the hub.
Idea 2. If you d/c you are put back in the hub and have to restart the floor with a new layout however you lose the time that you already spent on that floor along with the time on the buffs. So if you were on floor 127 at 27 mins left, cleared it halfway in 4 mins then d/ced and logged back on to enter the dungeon again you would now be on floor 127 with a new layout and 23 minutes left. This would reduce any exploit because time is precious on the later floor you wouldn't have the luxury of purposely d/cing and trying for a new layout because if you used any items or picked up any items while exploring that floor it would reset in a way to show that you not only used X items but you also didn't pick up Y items.
Idea 3. If you can't do any of that, at least save the data to remember the kills and aetherpool of the player involved. So if they d/c they can at least grab from their save data all the kill and aetherpool level to obtain a score for the scoreboard so that they don't just lose access to their score because they d/ced on floor 123 solo.
Did you guys read the first post at all?
Methinks you didn't. Try again. Just to be safe, I'll re-iterate: An unranked mode would be exactly the same with less to no rewards, it just keeps you from having to do the baby floors again for people who want to see the higher ups, because there is literally no reason to force you to do 1 through 100 unless you're trying for the leaderboard (which I am fine with).
Thank you, though I was more insulted by them not reading/failing to comprehend my simple idea than the insult honestly. Especially as someone who has done 101+ already and is 3/4ths of the way through a solo run to 100. Just makes their response more hilarious, than anything.
Last edited by FoxyAreku; 11-08-2016 at 05:01 AM.
Why?
If you want to see the difficult stuff but don't care about your score, then run it, and see it, get killed and retry.
Look, I'm all for making the game as accessible as possible, but even for me this is a step too far. We already have normal mode raids and savage mode to allow everyone to experience the raids - if they want to.
But PoTD is different in that you experience the Deep Dungeon level by level until you can go no further. There is no compromise, you go as far as you can, and no further. Why would or should it be any different? If you die, try again. If you have room to upgrade your gear grind that out and try again. If you want to try things differently, do it. But good grief please do not cry about not being able to get the the bottom floor or whine about it being too hard.
Did anyone play the older Rogue like games? Rogue, Nethack, Mines of Moria. These games had an eventual 'bottom' level. It was harder than nails, and if you got there, great. if not, you played over and got closer, or not. It was your decision. Short of cheating, the only way to get to the bottom was play it. PoTD is meant to be this way too. Just because the lwoer floors are difficult doesn't mean anything should be done to facilitate your access.
Actually, it would be kind of sweet to have the Deep Dungeon be so hard that no one can reach the bottom, yet, and perhaps not at all until the gear limits are raised again. Of course by then, there may be more floors and so the cycle continues. Just like Mt Everest, you climb the mountain because it is there, you delve into the deep dungeon, why? Because it's there.
I'm completely against this idea of allowing tourist difficulty levels to allow those who don't want to put in the effort needed to tour the sights. PoTD has no story relevance, it's not like the Coil was. I have no problem at all with a story mode of a raid, if the story matters with respect to the MSQ. But, in content like PoTD, there is no story relevance an the content is specifically designed to be a challenge, an easier mode is not needed.
Somehow I am reminded of Yoda and his training of young Skywalker....Do, or do not! There is no try
No matter what you do or do not do, there are only two outcomes possible in anything, you either do it, or you do not. If you do not attempt to reach the bottom of PoTD, you will never reach it. However, failure is not final, you can always make another attempt. If you continue to attempt until you do reach it, then you have done it. So as Yoda says, Do, or do not. There is no try.
Last edited by Kosmos992k; 11-08-2016 at 05:06 AM.
Last edited by MomomiMomi; 11-08-2016 at 05:06 AM.
Which is exactly what I am suggesting, the ability to retry easier if you don't care about score/rewards. I'm really confused as to why my first post is so hard to comprehend for some of you. Maybe you are too used to the casual outcry about not being able to get there instantly that this board is overflowing with?
This would not change anything. The only point of it is not having to waste 3 to 4 hours doing the baby floors that are nothing more but time wasters, nothing more. I love PoTD and I love that there are challenging floors now, and I am having a blast doing them, but I don't see the point in having to do story mode every time if you aren't trying for the leaderboard.
If you were forced to do alexander normal again every time you wiped in savage the outcry would be insane. >_>
It's not hard to understand at all, I simply disagree with you. In a Rogue-like game which PoTD is trying to be within FFXIV, if you die, you die. There is no respawning except through a revival item. The risk of death and having to re run the floors is what is meant to keep you on your toes to prevent death.
You are seeking a way around that, to make it easier. What's not clear about that?
It doesn't make it easier though, because the chance of wiping in 51 to 100 is almost literally zero once you get to 90+ weapon and armor with a full group. Just less time wasting would be nice.
But if you prefer wasting time on those story floors, good on you. At least you understand.
Less than 15 minutes per 10 floors is the exaggeration here. Only one I've ever seen go that fast was 1 to 10.
Of course it makes it easier. If something is hard enough to wipe you, then you have to retry. Part of the difficulty is getting to the point where you died. But then again since the maps and spawns are relatively random, it's never going to be the same anyway. Allowing you to skip the prior floors and respawn right away on the floor you died on make it easier because you're skipping the part about getting back to where you were.
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