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  1. #21
    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 Vidu View Post
    I dont know how long it takes them to develop a dungeon, but I can tell you how long it takes a group of 4 people to clear said dungeon (15-30 minutes, usually) and I'm pretty damn sure that it takes them longer to design that...
    I attribute a big part of why content is burnt so fast to difficulty. Or rather the lack of any semblance of challenge.

    It's the overall ease of content that means it gets consumed so fast. New patch lands you can have every piece of content in it cleared in a few hours. Most of it first time because there is no risk of failure. This is why a new patch doesn't even keep players busy for a single day.

    You could then quite easily make content last longer just by increasing the difficulty. Now I'm not saying make it balls to the wall hard or anything like that but a definite step up from "lmaoroflstomp" where you can win without even knowing whats going on... hell theres dungeon bosses i still dont know the mechanics too even after running them 100 times. It just doesn't matter though because you can't possibly lose against the boss anyway.

    That's why content is consumed so fast.

    Now ultimately you can't really ramp up the difficulty without changing the reward structure because if you do you'll just end up with people not bothering like what happens with savage raids. Where people just don't bother with the content because the rewards just aren't worth it. And the challenge isn't worth it either because it'll be easy moded within months...

    Reward out has to be worth effort put in. And ultimately the difficulty is so low because all the rewards are throw away trash...

    It's not impossible to design content that lasts longer than a couple of hours and keeps players busy. And it wouldn't cost infinite amounts of moneys.. Just a change in design philosophy

    Quote Originally Posted by PyurBlue View Post
    You also have to consider dungeon design, which is totally static right now, but doesn't have to be. A dungeon could be designed so that after 35 runs you've had 35 different experiences.
    The only way to do this would be to keep those dungeons out of the Duty finder or scrap the duty finder entirely..

    I agree that big open dungeons with lots of choices of routes to take and bosses to fight and stuff would make dungeons much more fun than they presently are. but they wouldn't work in the duty finder.

    All you need to do is look at POTD or HOH matched parties and you can already see the issues the duty finder causes there.
    1 player in the group has no interest in chests just wants to unlock the portals and go go go
    another player in the group wants to farm blue chests for aetherpool points
    third player in the group wants to explore every single room looking for accursed horde sacks.
    and who the hell knows what the 4th player wants to do....
    and yet all of these players think the whole group should catar to them. that first guy will be standing on the portal saying come on come on come on. that second guy will have completely ignored that room full of mobs because there was no silver chest in it. but the third guy went in and pulled some mobs because he wants the horde sack at the back..

    If you had dungeons that featured choices of routes and bosses and all that stuff it just wouldn't work in duty finder for the same reasons. you'd have one player that wants to go after Boss A because it has a drop he's after. another player though wants to go a different route towards boss B for a different loot drop. another player just wants to sprint through whichever route is the easiest / fastest.... and again everyone would expectthe entire party togo the way they wanted too...

    if you scrapped the duty finder though this kind of dungeon content could work really well as you'd typically build a group of players who wanted to make the same choices and thus it would work much smoother. but then you'd have people complain they cant do the content without a fixed group. like how they complain they cant do hoh31+ in duty finder...

    and thats basically why dungeon design is a s static as it is. because of duty finder.
    (1)
    Last edited by Dzian; 12-04-2018 at 02:26 AM.

  2. #22
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by NocturniaUzuki View Post
    The underlying issue here is that players grind then quit without these limitations in the first place. If more human beings were less pathetic, they wouldn't need to resort to annoying limitations to hold onto players who apparently enjoy quitting the game they "like" as soon as they "finish" it.
    That's very much a matter of mindset. Coming from single player games myself, it still seems strange to be expected to keep paying and paying for a game forever. Anything else - I reach the end, I do finish it, and that's it. I've paid the same amount whether I play it over again, or come back to it in a few months, or never touch it again. It could be the best game I've ever played but I don't need to keep paying for it (or playing it non-stop) to show that I like it.
    (2)

  3. #23
    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 NocturniaUzuki View Post
    The underlying issue here is that players grind then quit without these limitations in the first place. If more human beings were less pathetic, they wouldn't need to resort to annoying limitations to hold onto players who apparently enjoy quitting the game they "like" as soon as they "finish" it.
    ITT it's "pathetic" to lose interest in repeating the same stale activities endlessly with no tangible benefit. There more you know, I suppose.

    Without lockouts or weekly limits, I could easily obtain i400 within days. Please, do explain how the game is supposed to maintain my interest for seven months when virtually everything was just invalided within seconds. This nonsense is the equivalent of claiming you dislike The Last of Us because I stopped playing it after finishing the story in a week. We'll ignore there is nothing left for the game to offer except replaying it on a harder difficulty—which only offers so much replay value. Now I may play it again down the road, but not immediately. MMOs do not have this luxury since they charge a monthly sub. They have to keep players hooked somehow, TLoU doesn't.

    Quote Originally Posted by PyurBlue View Post
    Yet they already have content generators that are faster than groups running dungeons, namely PoTD and HoH. They could perhaps focus on improving these dungeon generators to produce more diverse content. It's unlikely that these random generators will match the work of skilled developers fine tuning individual dungeons by hand, but I see a lot of potential for a good compromise.
    Deep Dungeon doesn't generate new dungeons. It has a set number of floors with significantly less variance in aesthetic to compensate. This is starkly different from dungeon design. What you're essentially asking for is a No Man's Sky equivalent at an even larger scale than they promised. The cost of such an undertaking would be insane, especially if they're intended to be unique. Furthermore, you cannot generate boss fights in this matter. And substantially amount of time is placed on their development. You aren't going to see a Kefka, Omega, Ozma or Bahamut through automatically generated content. Regardless, all this completely ignores generated content will never actually be unique. There is only so many ways something can be implemented before it becomes stale. 35 unique experience whilst running the same dungeon is impossible. No game, regardless of budget or technology can produce the experience you're demanding.
    (4)

  4. #24
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Look at Genesis more as a slot filler for raid pieces that refuse to drop, rather than a main gearing source. It also doubles as a bonus for casual players, that they eventually get to enjoy better gear even if they don't raid above Normal.

    If they removed the cap on Genesis, they'd likely have to drop it to 380. Then the casual player, combining it with Alpha, is done in 2 weeks and has nothing to look forward to at all.

    The only thing I'd want to look at is raid/dungeon gearing and difficulty. Dungeons are completely irrelevant for gear. Then you have a ton of faceroll sources of 380, then a massive step up in difficulty with Savage/Ultimate with no in-between. Endgame dungeons and an in-between difficulty for raids and even 24 man would be great. Non-savage players would like to have some challenge.
    (0)

  5. #25
    Player
    Nariel's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-lominsa
    Posts
    1,145
    Character
    Nariel Cendrenuit
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Liam_Harper View Post
    Non-savage players would like to have some challenge.
    Its called Primal (Extreme).

    Another in-between seems unlikely, normal raid exist because people wanted an in-between dungeon and savage, if another step is added people will still want another one between the two and so on.

    Savage aren't that hard anyway so pull out a dungeon harder than raid but easier than savage just good luck with that.

    Raid isn't about raiding anymore, they basicaly are easy primal fight already because people aren't good enought to do proper raiding.
    (0)
    Last edited by Nariel; 12-04-2018 at 03:01 AM.

  6. #26
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Nariel View Post
    Savage aren't that hard anyway so pull out a dungeon harder than raid but easier than savage just good luck with that.
    For someone who doesn't Savage raid at all, that's quite a declaration you're making with little to no experience on the subject.
    (4)

  7. #27
    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 Nariel View Post
    Its called Primal (Extreme).

    Another in-between seems unlikely, normal raid exist because people wanted an in-between dungeon and savage, if another step is added people will still want another one between the two and so on.

    Savage aren't that hard anyway so pull out a dungeon harder than raid but easier than savage just good luck with that.

    Raid isn't about raiding anymore, they basicaly are primal fight already because people aren't good enought to do proper raiding.
    Which have become steadily easier themselves.

    Regardless, people asking for harder content when casual content that requires their brain be turned on. I like running dungeons, however my interest wanes when the outgoing damage is so pathetically low, I've since started pulling without tank stance and had little issues. Normal mode are similarly flawed. Alphascape does a better job than its predecessors at least, though not by much. A big contributor to the woefully poorly skilled playerbase this game bolsters, is the complete absence of a proper difficulty curve. Almost everything is made to be incredibly easy, which, in turn, means content lacks any degree of longevity. There's a reason Mythic+ has been exceptionally popular in WoW. It breathed life into otherwise boring content for anyone who could do more than press 123.

    Savage isn't hard, hmm? While I agree, at least I can boast clears. How many times have you cleared it?
    (4)

  8. #28
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I've hated the tome stone cap for a while. I log in, cap my tomes for the week, and then have no need to log in till the next week. Unless I'm leveling something like a crafter or something. I understand why it's there. It's to keep us subbed those 3 - 4 months till the next major expansion hits. But should we really be penalized because SE can't produce enough content to keep us going? If things were unlocked would the only answer be more RNG like in Pyros? Where it's random if you get a bunny from a bunny fate, random what chest you'll get, random what logograms you will get, and then random what those logograms turn into. If the choice is being capped on what I can do or randomness like rerolling Relic Weapon stats... I think I'd prefer to be capped. At least them I can be SURE I'm getting the thing I need. This isn't Diablo. And personally after a while I get tired of doing things in that game just for a random chance that I'll find ONE piece of gear with ONE stat better than what I have. In order for there to not be a cap, we would need more endgame content to do each week besides EX Primals, 8 Man Raids, and 24 Man Raids. And even those are only every other patch... except for the primals fights. I don't consider Eureka end game as it's not really a form of progression. More like catch up. Tho I guess by those terms 24 man raids are just catch up to and not endgame either. So then for endgame you have EX Primals, 8 Man Savage Raids, and the Ultimate Fights.

    TLDR: Endgame raiders need something more to do when they are not raiding just like casuals need more to do when they aren't capping tomes.
    (2)

  9. #29
    Player
    Nariel's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-lominsa
    Posts
    1,145
    Character
    Nariel Cendrenuit
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Sigma-Astra View Post
    For someone who doesn't Savage raid at all, that's quite a declaration you're making with little to no experience on the subject.
    Me and my freinds grew bored of them before the last one every time, raiding with random isn't attractive for me and the fact they get done in PF without any need of communication outside of assigned position isn't what I call overwhelmingly difficult fight, plus the game doesn't revolve around what I do/can do or not, easy is easy. People are beating Dark souls blind folded, doesn't mean the game is easy and some other can't go trough a pokemon game but its still easy games.

    You don't need to become an astronaut or a brain surgeon to know its not easy at all.
    (1)
    Last edited by Nariel; 12-04-2018 at 03:25 AM.

  10. #30
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Nariel View Post
    Grew bored of them before the last one every time and the fact they get done in PF without any need of communication outside of assigned position isn't what I call overwhelmingly difficult fight
    If you grew bored of something, that doesn't mean the difficulty was too easy, it means that you don't find challenging content fun. It's true that you can get Savage content cleared with a whole bunch of randoms through PF (but not always without battle scars), but usually that means you have to already have those fights on farm and are just looking for quick clears when your static members aren't available. I don't know what Savage content you've been playing, but you still need communication to get things done because you simply can't trust people to follow the most basic of directions, especially in PF, and sometimes bad things happen that need to be improvised on the fly.

    I can't imagine running things through PF for Chaos when people don't know what longitude and latitude are. Hell, people can't get Starboard and Larboard still.

    Savage requires coordination and communication still no matter what you're doing, basic things that people can't even do in dungeons half of the time in this game already. And when I asked for competency and actual effort in dungeons, I get "Omg, you don't pay my sub!" nonsense.
    (2)

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