Would be nice if they randomized dungeons for once.


Would be nice if they randomized dungeons for once.
Is also one of the reasons why FFXIV streams are boring to watch.Too much memorization, not enough RNG on raid fights
This is still not RNG.
"BAAAAAARD!" - 2018


Perhaps the DEVs can start creating dungeons that can be randomized with boss and add placements. Maybe add some randomized rooms that change to different elements or obstacles every time you queue. Maybe one time the room turned into a platform puzzle that rewards players extra loot when completed in time and opens up regardless of pass or fail. Perhaps something like the puppet bunker we got with the hallway being different each time.
Last edited by LalafellDown; 12-14-2020 at 02:43 PM.




Those are some spicy ideas.Perhaps the DEVs can start creating dungeons that can be randomized with boss and add placements. Maybe add some randomized rooms that change to different elements or obstacles every time you queue. Maybe one time the room turned into a platform puzzle that rewards players extra loot when completed in time and opens up regardless of pass or fail. Perhaps something like the puppet bunker we got with the hallway being different each time.
I'm 100% in favor of non-standardized dungeon designs.


They could also add a nemesis system for each player. Where out of nowhere a personalized assassin that we can glamour from the empire targets a player in a dungeon for extra loot. Each time we kill him he grows in skill and level to unlock more customization in rank. Just gives us more to do other than ugh another dungeon run. Shoot let us bring our squad member that we can only see or something for leveling up. Give us more control from the enemies. Like raising a minion into as they tag along in dungeons. Let pets have some sort of effect in dungeons.
Last edited by LalafellDown; 12-14-2020 at 03:02 PM.
Adding layers of RNG is kind of a double-edged sword. Adding it to a fight can accidentally make it boring/repetitive i.e. Shiva (Unreal) using Staff Form exclusively in the second phase and never touching Sword Form. The devs have actually been pretty good with carefully adding in more RNG into the fights recently, though it's more noticeable in Savage mode. I think they've got a decent balance so far.
Don't think it has anything to do with server ticks or latency, and more so having the connection to the servers getting interrupted while attempting to dodge (e.g. packet loss). I've a friend that plays on NA from Asia, and although he's constantly lagging, his connection is pretty stable and he says he doesn't have much problem with dodging things. In the rare occasion he does get server ticked, we actually can see it happen live because either he's just teleporting all over the place or the knockback mechanic doesn't even push him until much much later lol.



Different bosses, different available paths. different mobs. Dungeiosna re easier to mix up compared to boss fights by virtue of not beign a single fight aganst a single boss.
Think the Boss map dungeons like the recent added Shifting Obulettes as an example on how bosses in dungeios could be randomized.





Maybe even add in a story of like, X faction is controlling the area this week or something.Perhaps the DEVs can start creating dungeons that can be randomized with boss and add placements. Maybe add some randomized rooms that change to different elements or obstacles every time you queue. Maybe one time the room turned into a platform puzzle that rewards players extra loot when completed in time and opens up regardless of pass or fail. Perhaps something like the puppet bunker we got with the hallway being different each time.
But randomization is good, but I prefer interactivity more. Player behaviors affecting boss responses. Something like UWU's woken mechanics is a good start (though, it became more rigid in the end than I would like) that I'd like to see expanded in less unforgiving/more casual content. My biggest problem with combat in this game is that it doesn't feel like I'm doing actual (videogamey) combat. I find myself playing this game more like a rhythm game at high levels, which is fun once and a while, it's not the experience I want out of my rpgs.

No, Learn the mechanics or leave. Simple as that.I have noticed as of late, that a lot of the raid fights are requiring massive amounts of memorization and not enough RNG. While this is great for people with photographic memories, its terrible for people who do not memorize well but have good reflexes. I wish the devs would make more RNG fights that do not consist of a bunch of one shot mechanics if you make a mistake and less repetitive memorization. It would make things a lot more interesting, not to mention more fun... at least... for me.
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