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  1. #1
    Player
    Cross's Avatar
    Join Date
    Mar 2011
    Posts
    73
    Character
    Lucario Cross
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50

    Dungeon Discussion!

    Ahoy!

    I would like to get a discussion going on about instanced raids in general.
    What would you like to improve or what is in your opinion "perfect as it is"?

    ---

    As for myself,
    What I really don't like at the moment is this "speedrun" reward.
    Its ok to get a lodestone entry or it would be ok to get an achievement for it.
    But that thing about getting a special chest is in my opinion lame, its like the evil devil in the depths of the dungeon is saying "aaaw, ya destroyed ma' plans in just 20 minutes?! Let me reward ya for it!"
    Its not a matter about fun, its just time-pressure.
    I'd rather see something like hidden passages that may be triggered by certain conditions and lead to some other monster that drops this weapon (this would also satisfy my "hard-mode" issue for 2.0, it should FEEL like an RPG and not a "press here for Hard-mode" menu)

    But since they updated the Dzemael Dungeon, its fun to get in there.
    Although it still feels arkward to run away from nearly most of the mobs. In other FFs ya didnt ran away from every monster and like I said about speedrun, this means you also get REWARDED by running away from nearly all monsters.

    dot!
    (10)
    Da brat' mir doch einer ein Chocobo!

  2. #2
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Personally, my greatest issue with the instanced dungeons is the current limitation of one group. In my eyes, a raid requires more then 1 group, and what we have now is simply glorified group content.
    (2)

  3. #3
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Coglin View Post
    Personally, my greatest issue with the instanced dungeons is the current limitation of one group. In my eyes, a raid requires more then 1 group, and what we have now is simply glorified group content.
    That's because what we currently have are not raids, they are dungeons.

    What I dislike about dungeon the most is the timers, I see no purpose for them, and don't give me that BS about instanced servers getting hammered because too many people are in at one time. (it's 2012 this issue shouldn't exist in MMO's any more especially ones with such a small population as 14's)

    What I would like to see is mini bosses, which must be killed to spawn the main bosses/drop keys to open doors etc.

    Maybe even have trash monsters drop a key item to open a door.

    Less linear maps, I liked how Toto-rak worked ie having to enter 3 times to fight each boss.
    (1)
    Last edited by Jinko; 03-23-2012 at 11:35 PM.

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    Quote Originally Posted by Cross View Post
    As for myself,
    What I really don't like at the moment is this "speedrun" reward.
    Its ok to get a lodestone entry or it would be ok to get an achievement for it.
    But that thing about getting a special chest is in my opinion lame, its like the evil devil in the depths of the dungeon is saying "aaaw, ya destroyed ma' plans in just 20 minutes?! Let me reward ya for it!"
    Its not a matter about fun, its just time-pressure.
    I'd rather see something like hidden passages that may be triggered by certain conditions and lead to some other monster that drops this weapon (this would also satisfy my "hard-mode" issue for 2.0, it should FEEL like an RPG and not a "press here for Hard-mode" menu)
    Just an FYI - to do speed runs in the new dungeons, you don't run away from the mobs, you kill them FAST. Which in turn requires skill (lol to a certain degree).

    And about the reward thing:

    http://img.photobucket.com/albums/v2...LIGHTBODY1.jpg

    http://img.photobucket.com/albums/v2...LIGHTBODY2.png
    (0)

  5. #5
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Scarface View Post
    Just an FYI - to do speed runs in the new dungeons, you don't run away from the mobs, you kill them FAST. Which in turn requires skill (lol to a certain degree).

    And about the reward thing:

    http://img.photobucket.com/albums/v2...LIGHTBODY1.jpg

    http://img.photobucket.com/albums/v2...LIGHTBODY2.png
    Party foul... you can't let a darklight body go below 90% durability
    (0)

  6. #6
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Here are the major issues I see with the dungeons.


    Biggest issue

    8 ppl caps, I have alinkshell... only letting 8 ppl in at once is counter productive to having a guild of any form. Game needs something besides low man content. Give us a dungeon that requires 16-30 ppl, they all don't need to have that many but there needs to be a few. Telling LS members you have to sit out during events pisses ppl off and harms groups of more then just a few friends.


    2nd issue:
    -Speed Runs, being rewarded for skipping everything in a dungeon is bad game design. Make multiple rewards that is great but look at salvage for example of how to do it.


    3rd issue:
    -No limiting factor, if you are in a really good linkshell you can beat dungeons about 10 times a night. At that rate of success the content will be lucky to last a week once you figure it out. There is no time limits (15mins does not even count), the drop rate is fairly high. Combine those 2 and the content is way too short lived. Lack of content is the #1 issue in the game... making quick lived content is the worst thing the devs can do. If content does not last at least a year.. it is poorly designed content.


    Outside those they are not bad.

    Need more paths though... SE needs to get out of the western style run down a path and kill a mini-boss then a main boss style dungeons.
    (4)

  7. #7
    Player
    ClearEnd's Avatar
    Join Date
    Mar 2012
    Location
    LIMSA
    Posts
    51
    Character
    Faultz Break
    World
    Balmung
    Main Class
    Arcanist Lv 50
    i agree speed run shouldnt be extra reward in all cases. change it up.

    we need time sinks, we need longer fights, we need fear of messing up .

    if not we are going to be playinga reglorified version of wow, waiting til next patch like always to do content.

    make us farm keys farm items to kill mobs in a dungeon give us something

    and i agree we need larger scenarios this 8 man stuff is junk bring back 16 atleast. they might be sticking with 8 for now cuz of low pop but with server merge things should change
    (3)
    -Faultz Break-
    :RareEx
    :Balmung

  8. #8
    Player

    Join Date
    Dec 2011
    Location
    Uldah
    Posts
    153
    DH, CC, AV are the same. 2 bosses and extremely linear.

    What I would desire: 1 big dungeon. 5-8 bosses, in several wings. Extremely hard final 2 bosses. Wins are guarantee drops on the final bosses, but of several variety. No time restriction. Traps, aggro concerns, additional mobs, visual depth to the dungeon, exploration etc. Allows for the time sink of farm, but replay value for wanting to beat a final, hard boss.

    An example would be RIFT's Hammerknell. If I am not mistaken, it took over 3 weeks for the final boss to be downed in a rather large dungeon.
    (3)

  9. #9
    Player
    ClearEnd's Avatar
    Join Date
    Mar 2012
    Location
    LIMSA
    Posts
    51
    Character
    Faultz Break
    World
    Balmung
    Main Class
    Arcanist Lv 50
    if they are going to keep instances only i wouldnt mind a HUGE dungeon with a 1 week respawn time where ucan go in everynight and work on x wing or x boss
    (0)
    -Faultz Break-
    :RareEx
    :Balmung

  10. #10
    Player
    Bocajo's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    74
    Character
    Crystal Violet
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    My largest issue with dungeons is definitely the linearity as others have pointed out, as well as the small number of bosses. There should multiple paths with optional bosses, and just more bosses in general.
    (2)

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