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  1. #1
    Player
    Coatl's Avatar
    Join Date
    May 2014
    Posts
    747
    Character
    Coatl Days
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    To be honest I think the issue stems in the game being too friendly to those who are all about instant gratification. New content gets dated and made irrelevant within months because they don't want players who do take a break to feel like they are behind. But then these returning players get to the end too fast and will find themselves leaving until the next patch again.

    I'm not unhappy with this patch, but I do think people are honestly missing the underlying problem. It doesn't matter how many new dungeons they add because dungeons as they are now are only there for tomes and glamour, and you are devoid of any reason to run them outside of roulettes for the most part. Extreme trials are victim to this as well, as they are made obsolete pretty quickly as the expansion progresses. Instead of designing content that is meant to last four months, maybe they should better allocate their resources and make content that can be timeless.
    (5)

  2. #2
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by Coatl View Post
    Instead of designing content that is meant to last four months, maybe they should better allocate their resources and make content that can be timeless.
    PotD is probably the biggest success for renewable content on the PvE side. Still getting quick matched-party queues for it now. Some of those design elements could be extended to other content. Standard dungeons aren't built to last because it's the same groups of enemies in the same order every time and rewards are meagre.

    For the next deep dungeon, I'd like to see them build on the things that worked in PotD and increase the fun with new mechanics.
    I'm just going to spitball some ideas, might not be good but maybe somebody can think of better ones.

    > Mini-bosses on middle floors that survive long enough for you to do a proper attack rotation
    > Chance of roaming big enemy to dodge like wanderer's palace
    > Diversify objectives like sometimes you unlock exit by finding hidden key; defeating enemies optional
    > Variation in size and shape of rooms
    > Change up the types of hazards, don't necessarily need to repeat things like frog status and mimics
    > New floor enchantments like one that makes your movement speed really fast
    > Floors that have mounts you can ride which do AOE attacks to mow through big waves of enemies
    > Floors where party members do not all start at the same position

    And pvp is inherently long lasting, every match is different. Has its own problems but they are trying.
    (3)