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  1. #1
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by RLofOBFL View Post
    Its too soon to judge if this is bad or not. Maybe we'll get something else in its place that is more fun
    Wasn't that what they were thinking with the first reduction of the released dungeons when they were talking about diadem?

    We all know how well that turned out.

    Stale roulette queues and an agonizing new gameplay type that was so unfun that it had to be taken down and redesigned.

    "maybe if we stop making dungeons all together we'll finally be able to make something new AND fun!" -SE in 5.0 maybe.
    (12)
    Last edited by Roda; 06-01-2017 at 04:02 PM.
    ~sigh~

  2. #2
    Quote Originally Posted by Roda View Post
    Wasn't that what they were thinking with the first reduction of the released dungeons when they were talking about diadem?
    yea, Diadem, Palace of the Dead, Aquapolis, we got other stuff, not all of them were good and not everybody did them but we got them.
    (4)

  3. #3
    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 Roda View Post
    Wasn't that what they were thinking with the first reduction of the released dungeons when they were talking about diadem?

    We all know how well that turned out.

    Stale roulette queues and an agonizing new gameplay type that was so unfun that it had to be taken down and redesigned.
    I won't deny they totally dropped the ball with Diadem, but at least they tried. I do give them credit for that. And just because they failed doesn't mean they should stop trying.
    (5)

  4. #4
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Roda View Post
    Wasn't that what they were thinking with the first reduction of the released dungeons when they were talking about diadem?

    We all know how well that turned out.

    Stale roulette queues and an agonizing new gameplay type that was so unfun that it had to be taken down and redesigned.

    "maybe if we stop making dungeons all together we'll finally be able to make something new AND fun!" -SE in 5.0 maybe.
    Dungeons need to exist so players have a means to catchup. However if they were feeling courageous and maybe just start it off with premade parties only. They should try to incorporate "Random Encounters" into dungeons.

    A Random Encounter can either be RNG based, quest based, or fulfilling certain requirements within the dungeon to unlock. Maybe go back to old maps and add in 2-3 rooms that are hidden and need special requirements to unlock, the rare chance a "Rare Boss" spawns to replace 1/3 bosses and other Secret bosses you can find in the dungeon that have no ties to the dungeon themselves but work like old FF with Secret bosses that were there to be difficult.

    Let's say one restriction would be they can only occur in 50/60/70 dungeons, and as such you have the option to do them at Minimum IL(Increased Reward Rate and maybe only certain secrets can be discovered by doing it at Min IL) or you just go in with a premade group synced.

    So for a level 50 dungeon, Let's say Stone Vigil HM. Pick up a quest called "Omega's children". Now you go through that dungeon while the quest is active in a premade group and when you reach the 2nd boss, rather than fighting with cannons or even the boss itself, a little Omega Appears, squashes the creature and then Cid appears with Nero dropping down 4 Magitek Armors to take out the Boss. Upon defeating the boss you have a chance for certain unique loot to drop and then you continue on the rest of the dungeon as normal.

    Another Secret could be keeping a named NPC alive for a certain amount of time until they reach a point in the dungeon to unveil a new area. When you see them they will have a quest marker on them within the dungeon and you'll have the opportunity to escort them to their destination. As you do this more mobs than normal will appear and there would be a restriction on Raising allies so you would have to be extra careful about keeping players alive.

    Lastly they could add "Random encounters" which has a chance to spawn different bosses or even normal mobs spawning in place of normal mobs that drop an item you use in secret locations to unlock another path to fight another boss.

    Basically SE could potentially cut down on their production cost while breathing life back into older content if they are willing to make/alter dungeons to be more modular in design. Of course these modular dungeon would be consider "End Game" content so those going through them for the first time will never experience those situations since they are designed for premade groups who have done the dungeon before to give the RNG side of the dungeon a try. Honestly, would anyone hate it if SE just went back and added in additional secrets to each 50/60/70 dungeon being released to give a purpose for smaller FCs to take their group to, it could even be the so called "Savage" version of those dungeons but rather than having to create 1 single instance of Savage 4 man content, you spread it out across the 50/60/70 dungeons that are already in the game and offer players a huge variety of content to play through.
    (2)