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  1. #1
    Player
    Floortank's Avatar
    Join Date
    Dec 2016
    Posts
    902
    Character
    Kaska Onerys
    World
    Balmung
    Main Class
    Dragoon Lv 90
    You can't invent new dungeon systems if you don't understand why the current dungeons are the way they are. And I know you don't understand that, because your replacement causes a lot of problems that the current design addresses.

    You may not like the "fast food" approach to dungeons in XIV, but they are built for efficiency on the service end--to get as many players participating in and completing content as possible. To do this, they're relatively short and relatively similar to one another, with a few exciting but simple variations, so that by learning one, you have a good idea of how to do the next, even if you've never done it.

    Edit: I'd go for a big crazy dungeon you can do all at once, or in shorter segments, saving your progress like Palace of the Dead, 1000%, but I wouldn't want that to replace the regular dungeon grind or tomestone farming method. Supplement it? Sure.
    (2)
    Last edited by Floortank; 01-20-2020 at 11:44 AM.

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    The answer is already in the game. It's been mentioned several times.

    Most of the regular dungeons are part of the game's main story arc. Because they're being used to tell a story, they need to be experienced in a linear fashion so everyone experiences the same story. Because everyone has to do them to progress, they need to be suitable for the players who are limited in how long they can play in a single session and for varying skill levels.

    If you want the variable layouts, the increasing difficulty, the longer time commitment, the ability to stop and go back to where you left off without starting over again... PotD/HoH are there for you.
    (0)