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  1. #31
    Player Midareyukki's Avatar
    Join Date
    Oct 2017
    Location
    Bozja
    Posts
    2,580
    Character
    Harun Asubra
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Besame View Post
    I wish they didn't try out their new fangled moves on MSQ. Tried on trust then went to real group and someone had done it already and called out attention to it after they kept dying hehe
    .

    If they didn't, how would you expect players to learn new mechanics? I mean this half-ironically. I had a group in the Warrior of Light trial who, even after I explained verbatim what to do in the Fire\Ice mechanic, (a mechanic that's been around, to my knowledge, since Exdeath), they wiped and insisted that "the mechanic is new, it's too hard!". Heck, to this day, people get to Nidhogg, a trial in 3.3, and run away from stack markers because they don't know what the glowy yellowy arrows are for. So at least it helps making the dungeons SOMEWHAT unique or memorable, given how standardized they all are (piddly, I know, but it's something :|), and it helps people get used to mechanics that newer trials and raids can expand on.


    At least MSQ tends to be a safer environment that really just wastes a couple minutes getting back into it.


    As for people who cleared before... eh, some people are slow to understand things :P Even monkeys fall from trees.
    (4)

  2. #32
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Kuroka View Post
    Technically yes, but not here as we first needed the earth, then the water and finally the fire to burn it - cant expect old matoya to stay and wait till we're done lol
    That's a good point

    Quote Originally Posted by Jirah View Post
    Reading these responses and seeing the starred comments shocked me abit, the debacle of dungeons is much more divided than I thought.

    I wanna know what is lost to make a dungeon even a fraction more complex? More so if we are givin just one per patch
    The main issue, seems to me, is that these dungeons are part of the daily roulette. People tend to do the roulette out of obligation, and when dungeons have a chance of taking too long the "chore" becomes more bothersome for the average player.
    I absolutely love how ARR dungeons are designed versus what we have now, but even I would get burned out if I had to do the same 2 every day 3~5 times a week when 1 or 2 party allies felt like exploring branched paths, treasures or dead-ends.
    (2)
    Last edited by ReynTime; 12-29-2020 at 12:20 AM.

  3. #33
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by ReynTime View Post
    That's a good point



    The main issue, seems to me, is that these dungeons are part of the daily roulette. People tend to do the roulette out of obligation, and when dungeons have a chance of taking too long the "chore" becomes more bothersome for the average player.
    I absolutely love how ARR dungeons are designed versus what we have now, but even I would get burned out if I had to do the same 2 every day 3~5 times a week when 1 or 2 party allies felt like exploring branched paths, treasures or dead-ends.
    The roulette killed dungeon design...to put it dramatically but this is a double edged sword making these instances one note and having so few of them will make running them boring. They should be improving the system not making it worse
    (0)

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