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  1. #1
    Player
    VinKin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Vini Calypso
    World
    Mateus
    Main Class
    Warrior Lv 80

    Please add traps to ALL dungeons, singular or roulette.

    Dear FFXIV Developers, I would like to humbly request that the random act of traps found in the "Deep Dungeon" game play, be added to each and every dungeon currently available and in any and all future patches. For far too long we've been running roulette Duty Finders and experiencing the very same thing each time.

    I am here to propose that traps, anything found in the current "Deep Dungeon" game play that does NOT require Pomanders to remedy, be added to our everyday dungeon experience. I would honestly appreciate this randomization as it would break up the monotony that "dungeon runs" have become.

    Please include this for first time runs as well as the dungeon roulette we have all seen a thousand times. We need them to have random events. All of them. Please mix it up and excite us. Traps from Deep Dungeon are just an idea but they already exist and would make a WONDERFUL addition to what some of us have been playing for 4 years now.
    (2)
    Last edited by VinKin; 08-25-2017 at 02:05 PM.

  2. #2
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    I'm against this idea.

    Yes it may fresh up the dungeons, but not for long, after this all people are just annoyed by this new mandatory feature.

    Your idea may be in good intentions but for long this is only a instrument to prevent, punish or increase risk on big pulling, nothing more.
    And anyone knows how boring a dungeon is when mobs are pulled in single packs.

    Dungeons are not here for the challenge or the fresh experience, they are tomestone distributer made for the daily chore.
    We would have gotten mazelike dungeons or dungeons with dead ends, alternative ways and optional goals or big dungeons a long time before if they weren't just here to be completed and distributing us their tomestones.
    But all we are getting is multiple packs > Boss > multiple packs > Boss > multiple packs > Boss > End of dungeon and all it took are 10 to 20 minutes of your life.
    (8)
    Last edited by Legion88; 08-25-2017 at 03:01 PM.

  3. #3
    Player
    Squigley's Avatar
    Join Date
    Feb 2016
    Posts
    191
    Character
    Miko Yaong
    World
    Cerberus
    Main Class
    Scholar Lv 81
    Additional random annoyance? Thank you, but no thank you. Random traps are among the top reasons why I won't touch PotD with a long stick.
    (3)

  4. #4
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Outside of PotD (with all the items/countermeasures like Rage/witching, scaling of max-pots and rezzing options) this would only be a wipe fest.

    A silence trap on healer is like 1000x more dangerous in a dungeon than in PotD. And way less fun.

    They should rather do more special traps, like the rooling stones in Bardams Mettle or maybe something similar to A10 buttons (maybe with a way to use it offensive on a huge def. mob).
    (3)

  5. #5
    Player
    VinKin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Vini Calypso
    World
    Mateus
    Main Class
    Warrior Lv 80
    I think that's what drove me to spark this conversation... the tome treadmill. It's not fun anymore. People run dungeons half asleep, get agitated because "it's a time sink", get upset that we "have" to run them for tomes to get gear that will let us get better tomes for better gear... It's too late to restructure the designs but something to break up the monotony would be refreshing. Neophyte mentions above that perhaps POTD-style traps wouldn't be the best answer, but perhaps there could be other ways or mechanics that already exist that would change the way we play/grind. Maybe adding randomization to boss attacks instead of seeing the same thing every time. I don't know. I guess that's why these forums are here.

    Personally I think the tome grind needs to change. Dungeons play a big role in that and our list just keeps growing but I would like to see something different or random happen each time I run it.
    (1)

  6. #6
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by VinKin View Post
    Dear FFXIV Developers, I would like to humbly request that the random act of traps found in the "Deep Dungeon" game play, be added to each and .
    no thank u this will just slow down the speed runs
    (0)

  7. #7
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Stone Vigil HM had a boss with "random" mechanics. it ended up being like every other dungeon once you recognized all the tells.
    (0)

  8. #8
    Player
    Squigley's Avatar
    Join Date
    Feb 2016
    Posts
    191
    Character
    Miko Yaong
    World
    Cerberus
    Main Class
    Scholar Lv 81
    I do agree that the tome grind in dungeons can get very tedious. Some form of randomness or extra mechanics might make the grind less dull but the added features should be fun. IMHO traps are mostly just annoying. Maybe some dungeon-specifc random buffs? Perhaps something like shapeshifting and getting new powers appropriate to the new form? I don't know, I'm not a game designer
    (0)

  9. #9
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,597
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Dungeons are meant to be kind of like, learning content I guess? It's something you can do in a group where at least a couple people need to pay attention to get the win. They're not intended to be punishing. I wouldn't mind traps too much, but a gimmick like that wouldn't sit well with most players, and in the end the playerbase would just adopt strategies for handling them. They'd get old fast, and the only reason they make POTD exciting, is because POTD is a raw time investment and they can make your investment worthless.

    My suggestion is, get some friends together and have some fun with dungeons by using unconventional setups. Like run an expert with all DPS.
    (0)

  10. #10
    Player
    Critical-Limit's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    570
    Character
    Xizzy Azenith
    World
    Zalera
    Main Class
    Monk Lv 80
    I'm not sure if I'd like traps specifically but some kind of randomness to help alleviate the monotony of fighting a fight you have to do hundreds of times that's the exact same every time
    (0)

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