Figures you'd say that. Sorry, I'm not a triple AAA dev, but it's pretty obvious to anyone that something that reuses assets would be easier and quicker to make than something completely new.
It adds completely new game mechanics, things that weren't in the game at all. Dungeons just use existing game mechanics.
i did read your whole post, did you read mine. i focused on the one thing that matter.
"HW was less than ARR and SB looks to be even less than HW. I don't understand"
Yes, it's very obvious you don't understand.
please start listing the new monsters, new flair and new mechanics from Sohm Al (Hard) and Baelsar's Wall.
A dungeon is a dungeon is a dungeon. I don't care what color you paint it, how many pretty flowers you add, it's still a dungeon, the same as the dungeon before it. I really don't consider dungeons to be new content. It's just old content with a new coat of paint.
I don't feel like we're losing content at all. We're still getting dungeons.
So basically we get a new Verminion every other patch while the staple content that does work gets reduced ?Interesting bit of information that was brought up in MrHappy's podcast. Apparently, dungeons will be reduced to one in odd numbered patches due to additional content. My best guess is PotD's overall success for speed leveling has made the devs see dungeons as redundant. Either way, this could be good if PotD gets more mechanics to it or this supposed "brand new, never before seen," content pans out.
Impressive, how hard they're trying to shoehorn people into raiding.
New flair is the dungeons themselves. Not to mention the new assests that were used and the new bosses that were featured. Not every dungeon is going to be a ground breaking innovation, but to say that they don't provide anything new to the game is plain wrong.
It also appears that you can't read my whole posts as you seem to enjoy just finishing half my posts. HW had less content that ARR. SB looks to have even less at the moment. There's nothing false in that statement unless they post a roadmap.
Yes, but are you also assuming that Heavensward dungeons are just all copies of Coil?
Not in the least. I'm saying they're all copies of each other (and half of them are reskins of older dungeons to boot) and they're depressingly linear. And - this is less a mark on dungeon development and more an indictment of the playerbase for enforcing speedrun mentailty - not much reason to stop and smell the roses during a run to appreciate these "new" dungeons.
Words to live by.Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
It's not just mechanics that the dungeons brings. They bring a ton of new assets. This includes the Hard Mode dungeons. From new monsters to new ideas that we eventually see re-purposed other places. Some mechanics are also designed alongside the raiding and they come at the same time with the raid mechanic usually being a bit more difficult. This gives the player and easy version to practice before a harder version they take on at a later point.
It's PotD's fault. Not only does it get them up to 60, they can now get a free weapon and buy some PvP gear to get into the Expert Roulette in which they'll do horrible because they never learned how to play their character. Even if you were to read the tooltips, that doesn't mean you'd know how to play the class. You now have to worry about positionals and other things that PotD doesn't really have. PotD is basically 4 people or so hitting something until it dies. You don't need to pump out any real dps.
Being desperately linear doesn't mean that they're not bringing new stuff to the game. Trust me. I hate how linear and speed-runny dungeons have become. I want them to improve on dungeons. If they were going to make the new dungeons more exciting, I would be fine with less dungeons, but they're not going to do that. They basically said we're doing less dungeons (content) so we can give you more content (but we're not telling you what that could be). If this was something different, it would be unacceptable. You wouldn't pay someone to tell you they're going to do less work, but work super hard on something else, but refuse to tell you what that something else is, but come on, it's totally going to be more work than it was if I was doing the basic work I was providing before.Not in the least. I'm saying they're all copies of each other (and half of them are reskins of older dungeons to boot) and they're depressingly linear. And - this is less a mark on dungeon development and more an indictment of the playerbase for enforcing speedrun mentailty - not much reason to stop and smell the roses during a run to appreciate these "new" dungeons.
Last edited by SonKevin; 06-02-2017 at 03:13 AM.
so why can't you actually list some stuff? Baelsar's Wall looks a like Castrum and most if not all the mobs are Garlean stuff we've seen somewhere else.
the 3 bosses as well?
but the thing is its part of the we not get as much in HW as we get in ARR.
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