Page 3 of 3 FirstFirst 1 2 3
Results 21 to 26 of 26
  1. #21
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Shurrikhan View Post
    "Minorly adjusting old stuff" isn't what's being requested here, though. The cost of a dungeon+ system is almost entirely frontloaded: you build the system to thereafter affect any dungeon automatically. Only when balancing around non-granular reward efficiencies is much of any precise tuning required. With the one system, you can increase the time which one may spend, with due reward, in any dungeon tenfold or better.
    Except almost/pretty much every type of instanced/dungeon/trial is a unique experience. Sure mechanics are reused/repurposed but the devs have never outright just done the exact same thing over again. there's always something different. This is how they do things. gonna take a lot for them to change their mindset if you ask me and it's gonna take more than a few threads on a forum.
    (0)

  2. #22
    Player
    Acelyn's Avatar
    Join Date
    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100
    the way i would do a mythic type deal is this:

    -just keep the same bosses and layouts yet tweak the mobs and bosses with new attacks, this'll save those precious resources
    -take 1or2 ideas from potd, like status effects and traps(not the pox, ffs not the pox)
    -link them to a relic weapon and armor development system
    -to stop max lvl players from running exclusively these make them token based, getting tokens from normal dungeon roulette runs(1 token) or normal dungeons in general(1/2 token). that way those players are still baited into the normal player pool
    -finally, this may seem mean but have 2 fully lvled jobs, but they cant be the same type, so you'd need either a dps and tank or healer and dps, that way players know more strategy overall(hopefully)
    (0)

  3. #23
    Player
    kidalutz's Avatar
    Join Date
    Jan 2017
    Posts
    958
    Character
    Sigrun Helasdottir
    World
    Brynhildr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Nyxn607 View Post
    I wouldn't mind a Extreme style dungeon, however I would not want it to just be the same as the original dungeon. I would prefer new mobs, new bosses, new mechanics, and new loot. To get what you are after, you could do X dugneon on normal mode, then hard, then Ex, then Ex +, Ex ++, etc ... For all EX and up, the mobs and bosses would remain the same, however the mechanics would be altered in each individual run. By this I mean, you could run Snowcloak Ex 20 different times and each run would be a different variation of mechanics you might see. For example on the first run you would see the first boss use 3 different mechanics of which being 2 different types of AoE's and the third being tank buster. The next run, you could see 5 mechanics, none of which being the same as the first run for the same boss. The third run you may only see 1 mechanic and it could be one you have seen before, or one you haven't.

    Of course there would be a limit to the types of mechanics a single boss may have (I am thinking 10 being the max), and you could see any number and variations of these mechanics on a given run. Every level of ex (ex, ex+, ex ++, etc..) would have a different set of bosses, but each run of Ex ++ would have the same bosses, just variations of mechanics.

    As far as rewards, you could potentially get special mounts, hairstyles, special dyes, minions, rare drops such as top tier armor upgrade mats, and glamour gear.

    Maybe you could make Ex +++ and higher drop top tier armor or weapons? I don't see this one being very well perceived, as raiders already complain about the relic weapon being able to rival their precious raid tier weapons. Heaven forbid other people could get top tier armor/weapons a different way (eye roll).
    NO thanks far too much can go wrong with this idea. *cough*Wow*cough* DiabloIII *cough* just no.
    (0)

  4. #24
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DrWho2010 View Post
    Except almost/pretty much every type of instanced/dungeon/trial is a unique experience. Sure mechanics are reused/repurposed but the devs have never outright just done the exact same thing over again. there's always something different. This is how they do things. gonna take a lot for them to change their mindset if you ask me and it's gonna take more than a few threads on a forum.
    This has nothing to do with what the devs have done thus far. It wouldn't need to be requested if it was.

    Dungeon+ content is simply a system of scoring and scaling. It does not have content in and of itself. It's like adding a ladder system to something; it doesn't necessarily, or even likely, change the thing it's been added to.

    There are up to two parts, generally speaking, in any new content's development costs: costs in code and costs in placement/value-setting. The costs in code for dungeons, at this point, comes down almost solely to any new mechanics, which are at this point few and far between. (Graphical optimizations probably account for more, but you get the idea.) The majority of their time spent is on the art and simply placing the mobs and setting their properties.

    Thus far we've seen a huge amount of front-loaded or systemic (code-heavy) expense in the form of Eureka, Diadem, or Gold Saucer games that, frankly, haven't seen high usage or positive reactions relative to those contents' development cost, so far as we can make an educated guess, and often are seen as wasteful compared to simply adding on more dungeons despite, say, the frequently-stated comments that dungeons are growing stale. By taking the time to attach a bit of code to any and all dungeons through a newly available mode that makes those dungeons more worth rerunning -- and at a competitive and/or progressive level at that -- the devs can reap potentially huge time-played benefits, both in quantity and quality with relatively little development time.

    There is of course far more that we can spend time on to increase attractiveness even further, but the essential concept itself tends to be ridiculously efficient.
    (0)

  5. #25
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    and then again it comes down to what rewards. there's nothing i can think of that we don't already get in game that would incentivize players to do this kind of content. leaderboards don't interest me. we already have enough kinds of tokens for everything under the sun. titles? meh.
    (0)

  6. #26
    Player
    Habbit's Avatar
    Join Date
    Apr 2014
    Posts
    21
    Character
    Habbit Kjg
    World
    Odin
    Main Class
    Marauder Lv 90
    I've been asking for something familiar since i started back in ARR 2.0 and it's so easy to implement that im going insane over it.
    Everyone thought (in my circle atleast) that the minimum ilvl mode was gonna be the big entry to this, but no. It never happend sadly.

    It doesn't have to be harder difficulty of the dungeons even, just challenges in their current state.
    I use this example as i've used countless times but i try to keep it short.

    Hullbreaker Isle
    Basically you could have an achievement where you have to beat Sasquatch in the minimum ilvl mode without ever feeding him one banana.
    Beat Sjoorm on minimum ilvl without taking bubbles
    Beat Kraken on minimum ilvl without allowing him to drag his tentacles back into water
    Beat Hullbreaker Isle on minimum ilvl in 15 minutes or less.
    That's 4 achievements for 1 dungeon. Earning all 4 could reward you a specific title related to Hullbreaker Isle.

    Now you could expand this and have 4 achievements for each dungeon there is and make bundles.
    Complete all challenge achievements for all the heavensward lvling dungeons (51-59) to earn a "Heavensward lvler veteran" title or something silly
    Complete all challenge achievemnts for all lvl 70 stormblood dungeons to earn a mount or a token that you can exchange for an exclusive glamour to the class you want. To make it flexible you can trade the glamour to other classes whenever you wanted by exchanging each piece to an npc vendor.

    The dungeon+ idea is cool and all, but i feel the simple "make it harder" is so outdated. There's so much potential in this tho and they are doing absolutely nothing, it's sad. Because dungeons only require 4 people and there are no new heavy mechanics involved, it's stuff you already know about. You just have to figure out way to deal with the challenges. It would be challenging content that would fit anyone, casuals or hardcore.

    Even more simple. Make timed dungeons alone. Beat dungeon x on minimum ilvl in less then 13 minutes to achieve gold, 15 to achieve silver, 20 to achieve bronze.
    Get bronze in all dungeons of stormblood and you get an achievement
    Get silver in all dungeons of stormblood and you get an achievement + mount
    Get gold in all dungeons of stormblood and you get an achievement + exclusive glamour
    (0)

Page 3 of 3 FirstFirst 1 2 3