Quote Originally Posted by Tsalmaveth View Post
The 'community' has a 'set way of doing things' and wooooe-be-it-to-you if you dare to deviate from that. You mass pull, you burn it down, and if you don't do that you are bad and deserve to be kicked. You waste everyone's time otherwise. Git gud.

The 'community' doesn't want new things that require straight shot 'pull it all and burn' because that isn't fast-efficient-rewards-out that is the 'way it is'. Winding dungeons that you explore with side content and extra 'goodies aren't desired or wanted and will be complained about. Vets don't even let sprouts get full map completion on maps these days from what I have seen. When they tried something new like Eureka the backlash was immediate. The complaining was at an all-time-high, at least in this part of the forum.

Gaming has shifted a lot over the years and exploration dungeon-crawling is not as popular as fast-play instant gratification. Fast-paced gaming quick-play seems to be what everyone 'expects' and pushes everyone else to do, whether they want it or not. Don't get me wrong, personally I would absolutely LOVE to see longer more involved dungeons again... with time spent in them with purpose and story and exploration again. But being stuck in there with people who talk like a lot of PUGs do to each other? Not sure it is worth it.
1. Players will do the optional stuff it the reward is worth it. The reason why nobody bothered with the optional sections of arr dungeons was because whatever could be obtained there was junk, plain and simple.

2. "New" does not equate "good". The first 2 Eureka zones were just bad content, that's why people complained (while giving a lot of suggestions to improve the formula). Pyros and Hydatos were much better, but at that point a good chunk of the community had already given up.

There are a lot of things they could do to make dungeons more interesting. One thing I'd love to see is optional zones where you can spawn optional (hard) bosses by meeting some conditions that reward you extra tomestones/gil/rare materials/rare minions. Of course, the reward must be proportionate to the time and effort required to kill it. 5 minutes boss=50 weekly capped tomestones + other random goodies.

What the devs should definitely avoid is creating a new kind of content that resets your level and requires you to mindlessly kill mobs with no mechanics until you reach a predetermined level. This is no longer acceptable and is just a worrisome lack of creativity on their part.