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  1. #1
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100

    Weekly Savage Dungeon

    Hello!

    A lot of players have requested more difficult dungeon content and it sparked an idea in my head.

    While we do have a form a daily and weekly challenges to complete, I think SE could expand on this to include a random, beefed up, savage level dungeon for us to challenge on (at least) a weekly basis.

    We all know the devs are under a heavy work load and re-tuning a new dungeon every week would require extra manpower. My suggestion in this regard, though I have no idea how the game operates internally, would be something along the lines of code that can read a particular dungeon's data and adjust the raw values up to (let's say) item level 370 average and create a new instance based on the new variables. A few test runs would be in order and fine adjustments made from there. Ideally there should be a way to automate as much as possible to keep the devs from spending "too much" time on something like this. Least I'd hope.

    I don't know how feasible any of that is, or there could certainly be more efficient ways to accomplish such. I just wonder if something along these lines would interest the community. So here is my post.

    Would you even be interested in running such content?

    (I think something like this would be a nice and fun addition to the game, just something extra to do after capping tomes and getting weekly clears. Can't go wrong with more content.. Well wait.. I guess they can >.>)

    Would there have to be a nice or unique reward to entice you to challenge it every week?

    (I don't think I'd need anything extra special to run it, challenge for challenge sake is fun sometimes. I wouldn't expect top level gear but maybe some unique minion or glamour in addition to the usual currency would be cool)

    Would it be fun/challenging enough if the mobs simply hit hard enough to one-shot you, or would they need to introduce new/modified "mechanics" on top of it?

    (Since it may be more difficult to actually modify abilities/mechanics of certain mobs/dungeons.. What if everything was beefed up in general and then an additional new mob was added somewhere in the dungeon, even perhaps with special spawning conditions, so they could add new/challenging mechanics via this new enemy unit?)

    I plan on trying to ask this again when the next live letter comes around if there's enough likes. If not, that it speaks for itself I suppose. Either way..

    Please discuss!
    (11)
    Last edited by whiskeybravo; 09-08-2018 at 01:45 AM.

  2. #2
    Player
    Hugowulf's Avatar
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    Jul 2017
    Posts
    263
    Character
    Hugo Wolf
    World
    Balmung
    Main Class
    Warrior Lv 90
    I think that would be fun. Considering that every dungeon is a snooze fest. Only thing I’d see as a problem would be rewards(maybe drop mats needed for endgame crafts). Also I would not put a savage dungeon on roulette. Making pre made parties would hopefully make it easy to find people who know how to play their jobs(looking at you no song bards).
    (0)
    Last edited by Hugowulf; 09-08-2018 at 02:13 AM.

  3. #3
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Grab some buddies, and do naked run of your dungeon of choice. Savage.

    The thinly stretched Dec team won't even have to lift a finger.
    (0)

  4. #4
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Gemina View Post
    Grab some buddies, and do naked run of your dungeon of choice. Savage.

    The thinly stretched Dec team won't even have to lift a finger.
    That "thinly stretched" dev team is larger than WoW's. Yoshida outright said they have over 400 people working on the game, but lack battle designers. Considering Mythic+ is essentially re-purposing existing assets, you don't need many to make it work. So this excuse they don't have enough people needs to die. They do. They're just afraid to actually do anything difficult.
    (15)

  5. #5
    Player
    Hugowulf's Avatar
    Join Date
    Jul 2017
    Posts
    263
    Character
    Hugo Wolf
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    That "thinly stretched" dev team is larger than WoW's. Yoshida outright said they have over 400 people working on the game, but lack battle designers. Considering Mythic+ is essentially re-purposing existing assets, you don't need many to make it work. So this excuse they don't have enough people needs to die. They do. They're just afraid to actually do anything difficult.
    Do you think their afraid to try something like this because majority of the community is casual?
    (2)

  6. #6
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Hugowulf View Post
    Do you think their afraid to try something like this because majority of the community is casual?
    To some extent, yes. Unfortunately, it's had the side effect of taking away any incentive to improve. Why push yourself to get better if you can go through the MSQ pressing 1-2-3? When content becomes that easy though, you complete it much faster. And now you're seeing more and more people complaining they have very little to do. This game sorely lacks a middle ground. What they should be working towards is a difficulty curve. Everything starts easier but becomes progressively harder. Imagine if normal mode raids had some teeth to them or dungeons borrowing Deep Dungeon ideas like priority mobs and necessary CC? That gives people who aren't raiders something to work towards. Even if they want to keep "baby" mode. At least develop a midcore level. Sadly, their solution in Stormblood has basically been "nerf EX Primals and Savage!"

    It's quite telling when Yoshida laments how Warrior's never want to use Defiance. And to that I ask, "give me a reason to and I will." Swallow's Compass is such a joke, I pull in Deliverance. Even if a mob breaks off to poke a DPS momentarily, the damage is negligible. I appreciate wanting easy content for less experienced players, but things shouldn't be that easy at level 70.
    (8)

  7. #7
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Everything starts easier but becomes progressively harder. Imagine if normal mode raids had some teeth to them...
    So you like vote abandons and doing normal dungeons with your static because duty findering it is a crap shoot? Because that's what happens when you make basic content markedly harder. Did you like rath ex learning parties? That's what you are going to get with a hard dungeon. So every time you level, you are going to have a rath ex experience, i.e. it taking forever to fill, it disbanding due to wipes a lot, and maybe clearing after a full lockout if lucky.

    I think you guys assume that hard means "still can beat in a single pull, but i don't fall asleep doing it." The idea that this content might actually be difficult to many people slips by you.
    (1)

  8. #8
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Hugowulf View Post
    Do you think their afraid to try something like this because majority of the community is casual?
    You know that everytime Yoshi uses the term casual he speaks only in terms on time and not player skill right? there's a good amount of casual players out there who would relish upping the base level of difficulty of the game. hell it might actrually feel rewarding then and keep players subscribed...

    there's no satisfaction at all clearing content you would quite literally have to go out of your way to fail at.... this is why virtually everyone INCLUDING the casuals find dungeons monotonous and boring..
    (1)

  9. #9
    Player
    Gemina's Avatar
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    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    That "thinly stretched" dev team is larger than WoW's. Yoshida outright said they have over 400 people working on the game, but lack battle designers. Considering Mythic+ is essentially re-purposing existing assets, you don't need many to make it work. So this excuse they don't have enough people needs to die. They do. They're just afraid to actually do anything difficult.
    I evaluate a company's work load capacity based on number of employees, equipment, departments, etc. for a living. Capacity and availability are not the same thing. 400 means squat when you need 410, or lack resources because you have only a certain number of employees and or equipment that can perform a certain task. Such factors can skew your overall capacity if you look at it from purely a number of employees perspective. So when you say "they do", you actually don't really know unless you're in those offices along with Yoshida looking at the numbers.

    Resources also involve more than just the number of employees you have working for a company, so when I say "thinly stretched" not only do I think of the dev team, but also the amount of resources available to them, and resources cost tons of money.

    This is all beyond my original point though, which really wasn't meant to be taken all that seriously in the first place because I was pretty much just brushing off the idea of savage dungeons.
    (0)

  10. #10
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Dungeons are meant to be casual content. That's why it award players with currency to eventually purchase comparable end-game gear to players who can do savage raids and get the drops in much shorter time. Not "gud" enough for savage? Do dungeons and you too can get high-end gear, but you'll be restricted to 0-1 pieces per week. It's a trade off. That said, why make savage dungeons? Savage raids and ultimate raids were implemented to appeal to the 5% of the community that clears them, the normal raids, extreme trials, and dungeons are meant for the rest of the player base.
    (1)

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