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  1. #1
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by hobostew View Post
    I think OP is having a problem because in WoW and other games people kinda steamroll leveling dungeons so he wouldn't get kicked necessarily. In FFXIV the level sync makes it a bit harder to do so most people will avoid doing so outside of the level cap dungeons.
    Steamrolling content ensures it's swift demise. This speed run farm/grind mentality is a problem as far as I am concerned. Granted the dungeons in this game are pretty highly scripted, which creates problems as well since you can almost run them on auto pilot once you know them.

    Before I continue though, I want to echo the comments of everyone who is saying that if you pull as a DD, you're going to tick off the tank and possibly the healer too. Dungeons are so much smoother when everyone just takes care of their role. You spank it, you tank it, was a phrase that was regularly use here in the past, I believe it may apply here.

    But, looking at dungeons and other content in this game, it's farmed and ground into dust because it's the same every time, I bet some players could walk through blindfolded. In an ideal world (IMHO) dungeons would be similar experiences from run to run, but NOT the same. They need to be large enough to support multiple routes, additional random spawns, respawns that matter and wandering mini-bosses. This would mean that you can't simply auto-pilot through while Netflixing in the background. They'd also be impossible to overgear unless you run unsync'd. In that ideal world, the rewards would be worth the effort, rather than demanding multiple runs to get a decent chance of a drop, drop rates would need to be higher.

    That's actually one of the more annoying elements of all MMORPGs. The developers seem to think that to stretch content life they have to a) force us (incentivize) to run old content with important or useful drops, and b) keep the drop rates low so that many runs are needed to acquire what players want/need preventing players from exhausting the usefulness of the content too quickly.

    Then, to prevent player fatigue and annoyance, developers seem to use this criteria; dungeons need to be quick, and simple, so no complex maps, no puzzles, no multiple paths and heaven forbid respawning trash or wandering mini-bosses, and above all easily over geared whether sync'd or not.

    The result is what we have, people running the same content hundreds of times (so I have seen claimed many times here) to farm tokens or drops or some other resource that is available only from older content that the Devs want players to keep running. Players burn out and get jaded quickly with that kind of routine play.

    I'd like to see dungeons with some duration, not just a short gauntlet of trash to each Boss. SE, you might as well go back to FFXIII and their 'kill tubes' if that is how the dungeons are going to continue to be designed. Dungeons with branching paths and multiple routes, set encounters, random encounters, respawns, and wandering mini bosses; along with a few puzzle aspects to add some lateral thinking and fun. Qarn is a decent example of this because there are puzzles that you can complete to obtain additional drops. More of that, more 'fun' in dungeons and less grind please.

    But, if you start down that road SE, consider those players who currently grind content for one reason or another. For every hour that they can grind in the game they can obtain a certain amount of reward. Dungeons need to be balanced in terms of their rewards such that those players are still adequately rewarded for their time running content, so drop frequency and drop chance need to be increased and balanced accordingly.

    Maybe I am asking for something that is impossible, maybe not. All I know is that every player I personally know, who has heavily farmed content has burned out.

    Quote Originally Posted by Masekase_Hurricane View Post
    Quote Originally Posted by Silver-Strider View Post
    As a healer, here's my train of thought when DPS pull ahead of tank

    1) Mistakes happen, got a little antsy. Forgivable
    2) Hmm, your pushing it. I'm not angry yet but you better cool your jets
    3) I'm pissed with you and will let you know I'm pissed
    4) I WILL let you die, wipe or no.
    5) Vote kick commenced
    Lol yep that about sums up my order too.
    Most tanks will get pretty well ticked in the same order, though some frequent flyers in Duty Finder may skip step 1 all together.
    (1)
    Last edited by Kosmos992k; 02-28-2017 at 03:24 AM.