I'd just like to see an upscaling system for a rotating daily dungeon that can make use of the better of the previous dungeons. Preferably with somewhat heightened difficulty.
I'd just like to see an upscaling system for a rotating daily dungeon that can make use of the better of the previous dungeons. Preferably with somewhat heightened difficulty.


Have you guys ever mapped for games (or similar activities?) I mapped a lot for classic DooM and even though it's a limited environment, boy did I spent time to work with the sourceports features; even an enthusiast like me ran out of ideas eventually, creativity fatigue is a thing I guess, and they showed how great dungeons can be with their past dozens of different themed dungeons.
I love to look around to see all the effort that were put in the dungeons. Sometimes it's easy to see when there is floodfill going on (e.g. Temple of Qarn: Some ceilings are literally floodfill one single texture over 500 m²), but then I wonder how many of you really looked how beautiful e.g. Sastasha is. The light settings, the colour of those, the geometry in the background, all done by hand. Rubble, single cobblestones placed in various angles, flora, all that is massive work and not some random automated process. (Maybed the cobblestone example, but they look too diverse to me). The textures have to made, VFX and SFX created and placed. And let's be honest: Only few people appreciate that. Most of you speedrun trough it, focussing on the main enemy in front of you, not even reading the notest in Haukke Manor or in the Great Library. But you want mass production of quality content in a short timespan, but always it's "not good enough" and "lackluster" anyways.
Spot the problem..


I'm good with this. Seeing Diadem reworked, the next phase of Ishgard Ishgard stuff implemented, two Trials added, the new raid phase, relic gear for both combat and crafting, etc more than makes up for it.
@Iinay
Uh yeah, and you think they couldn't have given us as well not just different enemies in a different location ? You clearly missed my point here.
Its lazy and uncreative to just reuse an existing dungeon, just add some different enemies/bosses in with eventually just higher numbers n change only slightly the dungeon layout by opening a path somewhere that you couldn't follow in the original for example, when compared to that could have been done also a complete new dungeon location.
But in return its cost effective and alot cheaper to recycle old content, than to create everytime complete new ones, so it's understandable why it was done in the first place, especially between ARR n HW times, where FF14 wasn't by far so successful, as it is by now, which is the timespan, where you see the most hard dungeon copies, while from SB on we see mostly none of them anymore until today. Thank god, that its so obvious, that making complete new dungeons are alot more interesting, than to copy everything just with harder versions
On the topic of scaling up dungeons, that would be for this game no solution as long you get forced by the game to play together with total noobs of lvl 16 eventually landing in Sastasha with nothing other to do than pressing the same w skills over n over...
Players are it which need to get upscaled, so that they can catch up quicker with the players that are far more progressed in the game, than they are.
If im a Lvl16 noob doing Sastasha for the first time, and the other three are like a lvl 40, lvl 70 n 1 lvl 80 playerr that the game picked out from roulettes to do the content with the noob, than should the game scale up the content and the players all to the highest level player, so that at least everyone can use the skills that they have learned to far., instead of criplling everyone down back to the boring noob stage where you can do barely anything.
Thats the reason why I often see people leave old content, because its boring compared to late game content with much furtheer progressed characters, and to solve that problem, it becomes essential that newer players need to get scaled up to the furthest progressed group member, so that the run makes fun for everyone without boring the hell out of the veterans, because wouldnt roulette exist, would nobody ever do old dungeons again, once being cleared.
Last edited by Kaiserdrache; 12-15-2019 at 07:09 PM.
Efficiency with reuse of assets is not laziness, nor is it uncreative. Otherwise, all derivative works are uncreative and lazy.@Iinay
Uh yeah, and you think they couldn't have given us as well not just different enemies in a different location ? You clearly missed my point here.
Its lazy and uncreative to just reuse an existing dungeon, just add some different enemies/bosses in with eventually just higher numbers n change only slightly the dungeon layout by opening a path somewhere that you couldn't follow in the original for example, when compared to that could have been done also a complete new dungeon location.
But in return its cost effective and alot cheaper to recycle old content, than to create everytime complete new ones, so it's understandable why it was done in the first place, especially between ARR n HW times, where FF14 wasn't by far so successful, as it is by now, which is the timespan, where you see the most hard dungeon copies, while from SB on we see mostly none of them anymore until today. Thank god, that its so obvious, that making complete new dungeons are alot more interesting, than to copy everything just with harder versions

Hopefully that means the dungeons we do get are really good then. Dungeons are my fav part of the game, i run them even when im out of daily bonuses for them.
I dont wanna get stale dungeons that i dread ever playing, looking at you ARR content. Maybe an unpopular opinion, but i thought SB was the peak of dungeon/trial content, so hopefully it feels like those.
The worst part about this is that the dungeon pool will be smaller and content *might* get repetitive, but if it's good then it shouldn't matter too much imo.
Plus it could give them extra time to deal with the Hrothgar/Viera hair/headgear problems. Only 1 dungeon every patch sucks, but if it allows them to deal with other needed things, I'm okay with it.
I love dungeons. I hate that they are making less of them but hope this means the ones they do make will be better. The problem with dungeons as a whole is they've made them mind numbingly easy. They even went back to nerf the good ARR dungeons. I get most people are casual players but current dungeon difficulty insults player's intelligence, yes even for the casual base.
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