

We can't get much lower than 1, which is what we are at now. Any less means that we are getting none outside of the initial expansion release, and even lower then means no dungeons per expansion at all.But nothing is being removed here. Every single dungeon already added to the game is still going to be there for people to play, just as they are currently doing. We will continue to get more dungeons in the future, but the number added at one time will be smaller.
There's no point in allocating a large portion of development resources on content that is underutilized. If enough players were actively making use of level cap dungeons outside of roulette, SE would likely continue to follow the old patterns because they were getting used enough. Since they've announced they're going to focus on developing other content instead, their internal reports are probably showing that few players are using them except for roulette so the content isn't being used enough to warrant more of it being made.
Dang, I missed the more iconic example.My point is: someone will always be unhappy. Actually the example I had in mind revolved around bacon and cauliflower. Nice one.
I fall in the group that actually likes dungeons and I doubt the side content they will come up with will appeal to me but time will tell.
And yes, some people will throw tantrums. Are you new in here?
And, no, I'm not saying no tantrums will be thrown. I just don't find it unfair to color all complaints as such.
It's only because people complain (admittedly, among the occasional appreciation thread as well, though the latter is less frequented especially when there's something worth appreciating in game) that we get as much information as we do about what works and what doesn't, what was worth shooting for and what wasn't worth removing to allow for it. They're just as fair a subjective as "Well, I like what we got instead!" If when given proof that their experience, too, can improve as a result of the change, they still argue only around what was lost, then that's a tantrum. But until then, it's just differing hopes for the game's future.
And if we never added a single raid for the entire future of XIV, would raids not have been effectively "removed" from the game (to be clear, I mean how players actually experience the game, not as in that it still technically obscurely exists somewhere, with effectively no rewards)?
You're splitting hairs here. Half the dungeon production was cut out of the game -- removed from its future. Thus, "removed". It's that simple. (Though that word hasn't even been used by anyone actually upset over the loss, so I'm really not sure why you're hung up on it.)
Last edited by Shurrikhan; 01-15-2020 at 06:21 PM.


One dungeon per patch is fine if they find another way to funnel "interest of gameplay" into.
I, for example, enjoy playing the game itself. I love to go into a Roulette, to meet strangers (and outright weirdos!) and to see if we can pull off whatever that dungeon wants us to do. I enjoy being Red Mage, I love their animations, clothes, the flow. I do not need to see new things every month. Look how long for example League of Legends is being on top of the hill with effectively only one map - the "Summoner's Rift"? I played today, it will be 9 years in a couple of months.
What I think FF needs is a long-term goal that you can do in small steps. In Guild Wars 2, there is the mastery system that I absolutely love. For those who are not familiar with it: After you finish levelling, you keep gaining EXP which you invest in personal stats. E.g. you "level" once to be able to use the glider. Then you can choose if you want to level up to use less energy/endurance while gliding, or if you have more precise steering.. This made me log in and play for 1 or 2 hours because I knew I can now glide onto places unreachable before. Other masteries were like "not being poisoned by certain fumes" or "able to understand native folk lanuage X" which unlocked merchants and NPC locked behind said mortal dangers. I'd like to evolve my Lalafell's skills further. There is a level which I think is like knowledge of the profession. And then there is the iLevel, supposed to be our equipment (duh). But our own characters are still the same. We can not swim faster or sprint longer. I'd love to skill e.g. 3% more chance for Critical Strike or adding 20 more Red Mana or whatever expands it. Making me a "Deep Red" like my mentor X'Run, not just "The Red". Set Milestones per profession. Reaching certain damage thresholds, critting this amount of times, Vercuring 100,000 HP, all this stuff. Give me "medals" that I can stick into my profile. Goals to work towards. iLevel and glamour is not enough, so people ask for one of the few combat features left: Dungeons.
There would be many possibilites to keep me playing/levelling: Level up? +10 Red Mana. Up to 150 for longer/more Enchanted Rapier fights. Or "gain 3% more Red Mana". Then 5%. 20%. Your 500th Verflare. It deals now 10% more as you gained training. +10% range and Crit of "Corps a Corps". +20% change. Acrobatic? Killing an enemy with your Rapier resets Corps a Corps/Displacement (and that other skill tied to them). Nothing would break the game as it's on top of existing skills, but it'd be so cool to have a tab in the profile adding skillpoints to it to become a "Red Mage+".
They tried that with e.g. the Zodiarc weapons, but RNG is never a good thing. I for example stopped after the 2nd upgrade because I want significant progress done by myself or with people, but not grinding fates for RNG. Also, I can think of the developers simply having a creativity fatigue. The dungeons here are super diverse, from old-school, actual dungeons like Tam Tara up to spacey Research Facilities with hexagon floor tiles like in 60s B-movies.
Sincerely,
Last edited by MrKusakabe; 01-13-2020 at 06:12 AM.

I miss old school MMO dungeon crawling. I suppose dungeons have never been their strongest product offering, though.
90% of dungeons which we could play is crippling our jobs by taking away crucial skills from us making it unbearable to play.But nothing is being removed here. Every single dungeon already added to the game is still going to be there for people to play, just as they are currently doing. We will continue to get more dungeons in the future, but the number added at one time will be smaller.
There's no point in allocating a large portion of development resources on content that is underutilized. If enough players were actively making use of level cap dungeons outside of roulette, SE would likely continue to follow the old patterns because they were getting used enough. Since they've announced they're going to focus on developing other content instead, their internal reports are probably showing that few players are using them except for roulette so the content isn't being used enough to warrant more of it being made.
So we are left with 5 that are playable on max lvl with all the skills.
THIS is ridiculous.
Good point but a wholly different can of worms. Nowadays I just avoid anything older than current expansion dungeons unless I badly need the rewards specifically. Lvl sync feels worse and worse by expansion. 'Twould be nice if they'd figure out a solution to this, other than throwing in more and more rewards to incetivize people running them as is.




I am much the same. In fact, I haven't touched Leveling Roulette in months. I'd rather spam 71-80 dungeons even if they're slower simply because getting synced feels awful unless it's Stormblood.Good point but a wholly different can of worms. Nowadays I just avoid anything older than current expansion dungeons unless I badly need the rewards specifically. Lvl sync feels worse and worse by expansion. 'Twould be nice if they'd figure out a solution to this, other than throwing in more and more rewards to incetivize people running them as is.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Yeah. As a paladin doing dungeons before getting holy circle now feels bad. Though not as bad as it did back in the day when our only damaging aoe ability was circle of scorn on a cooldown. Total Eclipse was a godsend in SB and now in SHB we have an actual aoe rotation and it's so hard to go back at low levels to one button for aoe.




Meanwhile I've been doing Leveling Roulette because I'm bored of the Experts (and 50/60/70 doesn't award phantasmagoria). To each their own.
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