I'd rather have better level design to all of it. It gets boring pretty fast, I'm not sure adding objectives will help anything. But we shall see soon enough!
"Within each of us, the potential for great power waits to be released."
There's the question if that "new content" is actually useful/fun to do. Can that new mysterious content help prevent us from burning ourselves while we do our daily Ex "roulette".
Keeping it mystery isn't helping the situation.
But we get 3 dungeons every 6 months again. Isn't it what the playerbase demanded since HW?
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.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.
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.
This is awfully subjective. PoTD was very well-received and is a great alternative to grinding dungeons. I can imagine it would get boring if you ran it into the ground, but that's not really the way FFXIV is designed to be played.PotD is far from awesome and in fact made the game overall slightly worse.
Keep in mind this came out of Mister Happy's mouth.
I'm perfectly fine waiting for some official trusted source to tell us this, Happy has a tendency to say things that get him views that turn out to be dubious or bogus later. Or worse, he posts a video full of speculation and his viewers treat it as gospel.
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.
I'm fine with that too, but I'm referring to replayability. I believe if done right PotD will have more playability because itlll be different each run if objectives are randomized, along win monster trap map randomization.
Dungeon the way ffxiv does it can only be linear in design even with random boss encounter. It would just feel the same as Proto-ultima did to people "oh ok" "repeat how you beat it last time.
Xelphatol and GGLHM stopped existing?
They could stick a 1000 percent EXP bonus on level 5 fates and I'm sure that'd be well received too. Just because the carrot is big enough to make people ignore what they're doing doesn't make it enjoyable something the awful relic system has been proof of for years.
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