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  1. #24
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    I think the dungeons are setup appropriately for the most part.

    Since the job introduction, I haven't felt rejected due to my preferred job choices -- this is a massive improvement on the previous iteration of "OMG EVERYONE NEEDS SENTINEL ~~~!!!!1111one!!1!" garbage that was pretty rampant.

    I approve of the dungeon designs aesthetically.

    The dungeons do have a bit of skill involved, much appreciated.


    I do not approve of being TIMED for everything however. With that being said, I'd love to see the overall time mechanic removed from dungeons as a penalty. As a way to combat teams stacking with white mages and one or two DPS/TANK, bosses need to have soft/hard enrage mechanics that prevent exploiting content.

    I do approve of rewarding excellence in the dungeon however. If the entire dungeon can be cleared in an appropriate amount of time, then players should be rewarded with a bonus chest that has a guaranteed random drop from any of the chests in the previous instance (dark matter should not be in this chest, gear/equipment only!).

    People enjoy being rewarded for doing good and excelling. Don't punish them or put unnecessary restrictions on dungeons though.

    Being timed for everything is tiresome. It is also a big hassle for those random disconnects, client crashes, or emergencies that can, and DO occur.

    I do not approve of the fifteen minute wait time that seems to exist simply for arbitrary reasons. This serves no purpose and should be exiled to oblivion.

    I would like to see optional bosses/rooms introduced that allow for future exploration in the dungeons (again, only if the dungeon is NON-TIMED.)

    A better loot system would be much appreciated -- need/greed/master looter lot rolling instead of the current flawed loot distribution. World of Warcraft does have a brilliant need/greed/master looter roll system which takes very little time and quite honestly works as intended.

    Also, some more mechanics similar to Ifrit are MUCH appreciated -- especially in terms of 2.0 when the server/client response times will be closer to 1:1 and we don't have animation locking.

    Finally, running through entire dungeons without killing anything and not serving any PURPOSE other than to get to the end of the dungeon... well... that's not good. On the other hand, it is a mechanic that has not been utilized in any other MMOs. It is a creative mechanic that could have been implemented better. How? For example, imagine you clear part way through an instance and come upon a lever. You have the option to press this lever or continue through an open passage. Upon pressing the lever, a new passage opens and you hear and see water rushing into the room. Instead of stopping to fight every enemy, you would have to run past them to get to another SAFE part of the instance in an appropriate amount of time -- while fending off (sleeping/stunning/occasionally killing) the denizens of the dungeon.
    (3)
    Last edited by Tibian; 03-23-2012 at 01:50 PM.