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  1. #1
    Player
    koichiresh's Avatar
    Join Date
    Aug 2014
    Posts
    28
    Character
    Koichi Resh
    World
    Mateus
    Main Class
    Arcanist Lv 100

    Randomizing Dungeon Content

    OK, so I know this game isn't FF11 or anything, but the game at it's current state feels lacking in terms of Open World Content.

    This might seem like a minor (and probably personal taste) issue, but it's getting very old knowing where all of the enemies are within the dungeon in terms of placement, mob amount, etc. If the enemy levels as well as the amount of enemies were randomized a little more (and possibly even create an exploratory version of the dungeons through instance), it would help alleviate the repeatability aspect.

    A lot of DPS are complaining about queues and incentive on whether or not to wait to enter a dungeon to grind or level up (I usually main SMN so I understand the frustration of this). I have a sense that if the instances, bosses, and super bosses were added inside of dungeons it would add re-playability for people to go into a dungeon with some friends or FC members.
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    Last edited by koichiresh; 07-16-2017 at 12:13 PM.

  2. #2
    Player
    Blanchimont's Avatar
    Join Date
    Jun 2015
    Posts
    302
    Character
    Viese Blanchimont
    World
    Ultros
    Main Class
    Pugilist Lv 80
    The problem I have with a lot of the dungeons is that rewards do not scale up to the job's level. Outside of the bonus for Daily Roulette, there's no reason to fill a queue. It is much better for me to simply queue up for the highest level dungeon available instead because the experience is superior and the items are something I can use. The "adventurer in need bonus" is basically just a single mob kill.
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  3. #3
    Player
    koichiresh's Avatar
    Join Date
    Aug 2014
    Posts
    28
    Character
    Koichi Resh
    World
    Mateus
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Blanchimont View Post
    The problem I have with a lot of the dungeons is that rewards do not scale up to the job's level. Outside of the bonus for Daily Roulette, there's no reason to fill a queue.
    Exactly! We need more awards that add up. The current gear progression is a vertical one (which I don't mind) but a lot of the stats don't quite mean much at the moment. It would be cool to have additional effects that add a noticeable difference between different mobs, or maybe some gear protects against certain skills (like how certain materia can give you a chance of dodging or nullifying certain elemental attacks/spells even though it's very very low percentage wise). I just think opening up more possibilities like what you said in terms of gear and reasons to enter a dungeon can help the replayability factor.
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