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  1. #1
    Player
    Auryan's Avatar
    Join Date
    Dec 2018
    Posts
    245
    Character
    Mister Feeny
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Cithaerias_pyropina View Post
    Your suggestion wouldn't add anything new to the game that we already don't have. What you're suggesting sounds an awful lot like Labyrinth of the Ancients, Void Ark, and 24-man Raids in general. Content that's easy to access with 10 million other players in your party, and again, stuff we have in droves.

    What would be fun is something actually new, like 5-man dungeons or 8-man dungeons again. The reason the only 2 8-man dungeons we have failed are because of the sheer amount of sporadically placed cutscenes that happen every 5 footsteps.
    That's not what I'm suggesting, like, at all. I'm more of in favor of adding more of something that is already in game: public dungeons. That of course means that it comes with its shared mechanics from the exploratory content and its own interesting quirks like BA's "no standard raises" limitation and the social aspect of building spontaneous parties to enter and tackle said dungeons. All of that together makes it much different than the alliance raids. I guess they would sound alike if you're just basing it on just the alliance size, but that's too reductionist.

    Nah. People disliked those 8-man dungeons because they are piss easy (easier than most 4 man) and way too long (even excluding the cutscenes). People had no problem with the cutscenes pre-SB because you could skip them. Didn't make the experience more entertaining, just not as painfully slow as it is now.
    (2)

  2. #2
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Auryan View Post
    That of course means that it comes with its shared mechanics from the exploratory content and its own interesting quirks like BA's "no standard raises" limitation and the social aspect of building spontaneous parties to enter and tackle said dungeons.
    So an Alliance raid but with a "No Resurrections" quirk.

    Quote Originally Posted by Auryan View Post
    All of that together makes it much different than the alliance raids.
    Not really, especially when BA isn't even a "public dungeon" or "open dungeon", as some people call it. It's an instance inside of an instance and only 56 people were able to get into it at a time, much less succeed in finishing it without being a static. Which brings us back to what you said in your previous post about lowering the grueling process of entry. At that point it really is just another alliance raid but with silly quirks.

    Quote Originally Posted by Auryan View Post
    People disliked those 8-man dungeons because they are piss easy.
    The MSQ dungeons are only easy now because of nerfs to the dungeons themselves, high iLvls and massive power creep.
    (4)

  3. #3
    Player
    Auryan's Avatar
    Join Date
    Dec 2018
    Posts
    245
    Character
    Mister Feeny
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Cithaerias_pyropina View Post
    - snip -
    Yeah, a dungeon where there are traps that can instantly KO party members, where there are monsters that patrol and stalk the hallways making you cautious where you step. With interesting boss puzzles that change the way you approach the dungeon and increased anxiety for possibly causing a wipe due to a personal mistake. Yeah, that's exactly like the "can queue up with no job stone, drunk, a hand tied behind back and clear with no problem" alliance raids. Spot on.

    But sarcasm aside, I wasn't suggesting the public dungeons be a literal copy of Eureka's. Just take what worked well for that dungeon, and fix/modify what was less successful for future iterations. Like the access and instance hoping. Make it easier for people in the exploratory zone to create spontaneous parties to tackle it without some of those annoying hoops. They can have their own quirks and gimmicks that make them unique.

    And it wasn't just the ilvl that made those 8 man dungeons a trivial chore. It was the lack of mechanics that was mainly responsible for that. Literally all of the bosses have maybe 2 mechanics (being generous) that were only moderately (at best) threatening. Though since they were designed for the MSQ and appealed to the entire base, I cut them some slack. So the idea of creating even easier dungeons but with 4 more people and needlessly longer, doesn't sound very interesting to me.
    (0)

  4. #4
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Auryan View Post
    So the idea of creating even easier dungeons but with 4 more people and needlessly longer, doesn't sound very interesting to me.
    I never said anything about making 8 man dungeons easy or easier, thanks for putting words in my mouth. And if they decide to put a moderately interesting piece of content like the Baldesion Arsenal behind any sort of exploratory zone again, hard pass. I find THAT uninteresting.
    (1)