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  1. #1
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by yukiiyuki View Post
    Its not bad, that they added it. Its bad, that they took chunk of battle content, while repeating same old stuff in new wrapping.
    Hands down I would be happy if they just make one dungeon with different diffucultes, making 4 person content more entertaning, but we all know that it wont happen.
    Why wouldn't that happen? Mythic dungeons are an idea that the community has been keen on for a while, and if the devs did it right they could be a very cost effective piece of content, much like ultimate.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lambdafish View Post
    Why wouldn't that happen? Mythic dungeons are an idea that the community has been keen on for a while, and if the devs did it right they could be a very cost effective piece of content, much like ultimate.
    Probably far more efficient, even, past the initial costs for the system.

    Though, personally, I hope they might wait just the bit longer to develop something not only unique, but also cohesive. (Granted, I'll admit the devs here have a poor record for sort of thing.) I'd rather see where XIV components can lead that might do as Mythic dungeons did for WoW, and reap that potential among other areas, than just see what XIV components can best create a knockoff Mythic+ experience.

    I do of course think the devs need to really think about how to put in efficient design, especially in the areas it's most lacking (e.g. PuG-friendly midcore content that rewards awareness, competence, and/or strategy rather than almost solely memorization), and something like Mythic design would be a perfect target for backwards design. But, sometimes I feel like the game really lacks for a cohesion of its own.
    It's often like they're just throwing out darts almost randomly and hoping they'll learn at least some small part of a lesson later -- in roughly equal portion between targeting grind value (one might say, the lowest form of efficiency), imitation of other game's systems, and defensively applied malicious compliance ("well, you complained about getting too much, so how about too little?!"). Until they can more consistently and obviously build towards more ambitious long-term plans, prototyping parts relatively smoothly into the common experience before stepping it up a little more each major patch or so, even the best systems and targets aren't going to keep the game from stagnating or further showing its cracks. I don't know what to do about it, but it does make me concerned for short-term solutions over longer-minded approaches, wherever the two might come into conflict.
    (2)