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  1. #1
    Player
    Malmstrom's Avatar
    Join Date
    Nov 2015
    Posts
    375
    Character
    Furious Dream
    World
    Zalera
    Main Class
    Gunbreaker Lv 90

    As a dungeon runner...

    I'm glad they only added one dungeon this time around. Kept it from getting boring too quickly.

    Right?

    ...right?

    I want more dungeons.
    (24)

  2. #2
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    Honestly dungeons feel currently like outdated and low replayability design. It s fun the first time, not so much after n times.
    (21)

  3. #3
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Stanelis View Post
    Honestly dungeons feel currently like outdated and low replayability design. It s fun the first time, not so much after n times.
    Its honestly cause theyre too linear and straight forward. No matter how pretty they look, boss mechanics and direction of dungeons is literally a gauntlet of enemies. Big pull to first boss, Wipe out stuff. Boss fight. Big pull to second boss, wipe out stuff, Second boss. Etc etc.

    They need to sit down and think about design mechanics. I think one thing dungeons need to offer is variety of completion - either multiple paths with separate rewards per path that youre RNGed into (to prevent people just min maxing and selecting hte same path over and over), puzzles or challanges built into the dungeon that require something more to do than kill stuff (jump quest where 2 people in your party need to complete it to unlock a path so you all can proceed forward), challange bonuses for the dungeons (Speed clears, No deaths, dont use items, has to be synced, etc etc.) that feeds into a possible weekly ladder challange for things like MGP or bonus materials. Such as all runner ups get 10k MGP, while first gets 50, second gets 40, and third gets 30k MPG or possibly rewards kind of like how Khloe's journal operates. Or how about bonus mini bosses that are spawned when you complete certain objectives for the dungeon.

    There's a lot they can do that can add variety and interest to dungeons, but they need to actually do it. Only thing I foresee being a problem is players will get pissed and say "It's to hard!" and whine.
    (11)
    Last edited by Melichoir; 03-07-2020 at 08:07 AM.

  4. #4
    Player
    Malmstrom's Avatar
    Join Date
    Nov 2015
    Posts
    375
    Character
    Furious Dream
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    Which is why having more than one released at a time helps. Keeps it from feeling too pointless after you get whatever you want out of it. Having 2+ at least keeps it from going stale immediately.
    (9)

  5. #5
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Malmstrom View Post
    Which is why having more than one released at a time helps. Keeps it from feeling too pointless after you get whatever you want out of it. Having 2+ at least keeps it from going stale immediately.
    But it's still pointless once you have what you want.

    You could always be running some of the other 60+ dungeons in the game if all you're after is variety in dungeon running.

    Quote Originally Posted by Melichoir View Post
    Its honestly cause theyre too linear and straight forward. No matter how pretty they look, boss mechanics and direction of dungeons is literally a gauntlet of enemies. Big pull to first boss, Wipe out stuff. Boss fight. Big pull to second boss, wipe out stuff, Second boss. Etc etc.

    They need to sit down and think about design mechanics. I think one thing dungeons need to offer is variety of completion - either multiple paths with separate rewards per path that youre RNGed into (to prevent people just min maxing and selecting hte same path over and over), puzzles or challanges built into the dungeon that require something more to do than kill stuff (jump quest where 2 people in your party need to complete it to unlock a path so you all can proceed forward), challange bonuses for the dungeons (Speed clears, No deaths, dont use items, has to be synced, etc etc.) that feeds into a possible weekly ladder challange for things like MGP or bonus materials. Such as all runner ups get 10k MGP, while first gets 50, second gets 40, and third gets 30k MPG or possibly rewards kind of like how Khloe's journal operates. Or how about bonus mini bosses that are spawned when you complete certain objectives for the dungeon.

    There's a lot they can do that can add variety and interest to dungeons, but they need to actually do it. Only thing I foresee being a problem is players will get pissed and say "It's to hard!" and whine.
    Those alternate designs don't work in practice when players are primarily entering as a random group formed through a Duty Finder roulette.

    Most players simply want to get in and out as fast as possible with their tomestones and whatever loot they manage to get. They aren't interested in exploring or taking the path less efficient. They're going to abandon duty the moment they find they need to complete a jump puzzle to progress then complain loudly to SE that it was stupid to add in jump puzzles when people who like jump puzzles already have Leap of Faith and the sightseeing logs.

    Creating such dungeons as you suggest ends up a waste of developer time and resources when so few players end up fully utilizing them.

    I know that this is the point some people would go "but Savage and Ultimate!". Those are mostly reused assets with a few graphics tweaks and new mechanics added in, something that takes relatively little time to accomplish compared to creating a complex dungeon from scratch.
    (8)
    Last edited by Jojoya; 03-07-2020 at 09:58 AM.

  6. #6
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Jojoya View Post
    Those alternate designs don't work in practice when players are primarily entering as a random group formed through a Duty Finder roulette.
    Why wouldnt it work? Are we assuming the player base is so inept they cant move through one corridor compared to another? Or that they cant complete jump puzzles? Or that objective based completion would be beyond them? Im not saying make the player scale mount everest, but rather they manage to walk up a short hill at the worst.

    Quote Originally Posted by Jojoya View Post
    Most players simply want to get in and out as fast as possible with their tomestones and whatever loot they manage to get. They aren't interested in exploring or taking the path less efficient. They're going to abandon duty the moment they find they need to complete a jump puzzle to progress then complain loudly to SE that it was stupid to add in jump puzzles when people who like jump puzzles already have Leap of Faith and the sightseeing logs.
    See, I disagree. I think the opposite is gonna end up being true. Players who were vocal about it being to hard are a minority and that the player base would honestly appreciate more complexity from their dungeons. Where dungeons are a thing you have fun doing, and not a chore you fill out on a checklist. This is the problem with things being casual. There is such a thing as being too casual, to easy, to simple, to straight forward. If there's no reason to explore, nothing worth seeing, nothing fun to do, why would I even bother going over to those side routes. Way dungeons are designed now, they're just time sinks that if it were not for the daily tomestones, most people would ever bother with them simply because they are not fun to play.

    Since loot is useless from dungeons, its more important to get Tomestones, and alternate paths just offer you pure trash, why would anyone spend any time in that dungeon. They turned it into a speed run by minimizing player interest, which I dont believe is what players overall wanted. Trash your own attraction, and then wonder why people dont bother visiting it.

    Quote Originally Posted by Jojoya View Post
    Creating such dungeons as you suggest ends up a waste of developer time and resources when so few players end up fully utilizing them.

    I know that this is the point some people would go "but Savage and Ultimate!". Those are mostly reused assets with a few graphics tweaks and new mechanics added in, something that takes relatively little time to accomplish compared to creating a complex dungeon from scratch.
    Most hard modes in of earlier dungeons were just reused assets. And since they were cranking out two dungeons per patch and dialing it back to one, it leaves us to wonder what exactly are they doing with that extra time? So if its a time constraint that's worth while, that seems a bit odd since they should have more time now unless theyre using that time to create F/M Hrothgar/Viera. As for 'content' for players, since the broad bulk fo hte player base doesnt do savage, wouldnt it make more sense to dump time and complexity into content most players have access too. What good is grinding out tomestones in a boring dungeon if you never plan on doing savage. Even if the gear is better than what you have, most players arent so stupid that they cant see it's pointless if they can clear current dungeons without issue by being I lvl 440.

    People keep saying "Give me more to do" but then we keep saying "Nah, more complex dungeons and things, no one will want that?" That seems stupid. I used to remember people cleared all of Brayflox in ARR for exp and items. They dont do it anymore cause all would be rewards are useless, and if the only incentive is "You want to kill more monsters just cause", of course people are just gonna make a straight line to the end. Why wouldnt they?
    (3)

  7. #7
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Melichoir View Post
    See, I disagree. I think the opposite is gonna end up being true.
    No, it won't
    World of Warcraft tried non linear dungeons with optional bosses in multiple expansions and the result was always the same: group drama. Some want them, some are already sick to death of grinding said dungeon for currency and don't want them... flame, diss, tanks refusing to pull, group drops, abandoned runs... you name it.

    It just didn't work.

    Why? Beacuse exploring is a one time thing. We farm (are made to farm) dungeons for 6 months almost on a daily basis. After 3 months, no one wants to "explore" and "take their time". They want to get it over with and move on.

    Quote Originally Posted by Awha View Post
    I wish they could just add mythic dungeon style content to FFXIV, we need harder small form content anwyays.
    Bleargh.
    Stupid against the clock zergfests are not things I miss from that game.
    I like the concept of mobs hitting harder / getting cool abilities but the whole speed rush thing is such a turn off.

    Give me brutal dungeons with the slow, tactical approach... and a guild to run them with.
    (1)

  8. #8
    Player

    Join Date
    Jul 2017
    Posts
    3,327
    Quote Originally Posted by Granyala View Post
    Bleargh.
    Stupid against the clock zergfests are not things I miss from that game.
    I like the concept of mobs hitting harder / getting cool abilities but the whole speed rush thing is such a turn off.

    Give me brutal dungeons with the slow, tactical approach... and a guild to run them with.
    They do not have to make the speed run aspect a primary part of it, granted that is the aspect I enjoyed most, even if they did not tie anything in regards to finishing it quickly I would still try to speed clear it. I just wish we had harder small form content idc what form it takes be it deep dungeons, mythic dunegons, or simply ultimate difficulty dungeons that vomits mechanics at you.
    (1)

  9. #9
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Granyala View Post
    Bleargh.
    Stupid against the clock zergfests are not things I miss from that game.
    I like the concept of mobs hitting harder / getting cool abilities but the whole speed rush thing is such a turn off.

    Give me brutal dungeons with the slow, tactical approach... and a guild to run them with.
    They can't go back to the old 3 mob spreads anymore, they just don't work anymore in the context of the story.

    Back in ARR and Heavensward they fit. You're still a fairly new adventurer and still human by most standards... But by the time you get to Stormblood the powers and abilities you wield are just god like. And now you're an extra dimensional traveler in Shadowbringers... and far too strong to have 3 minions being some kind of threat the way they were when you were still a newbie adventurer in ARR.

    It's like it was in AD&D once you got past 12th level. And later in 3rd Edition level 20. You weren't some weak normal adventurer slaying goblins and orcs anymore... you were traversing the Planes of existence and fighting demons, devils, and demi gods.

    That's where this game is now.

    You quite literally would need to be facing an Army of Minions going into these dungeons just like you did in NWN Online.

    That's why these dungeons make no sense anymore even though they do when you are lower level.

    So it literally needs to be mass mob spam.

    Sure there are other things you can throw in there. But in the context of how powerful the Warrior of Light as become over the expansions... and people and their characters in general... well it really has to be that way now, and the power level of the characters themselves shows it in their abilities and how over the top they really are these days.

    I mean when I started in ARR, as Arcanist way back when you really were just a weak starting adventurer. Heck I felt pretty god like at the end of Heavensward due to the Dreadwyrm Trance.

    Then along came the Stormblood expansion and they tried to shoe horn it back into the old newbie days when it just didn't fit anymore.

    You really just have to be running something on the level of Castle Never now or it doesn't make sense in the context of the story anymore.
    (0)

  10. #10
    Player
    DuskTS's Avatar
    Join Date
    Oct 2015
    Posts
    217
    Character
    Cupid Duskysquirrel
    World
    Phoenix
    Main Class
    Gladiator Lv 90
    As a guildhest runner I've been starved for content since ARR.
    (39)

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