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  1. #1
    Player
    Kiurai's Avatar
    Join Date
    Feb 2019
    Location
    Limsa-Lominsa
    Posts
    174
    Character
    Kuruai Naikrui
    World
    Behemoth
    Main Class
    Summoner Lv 90

    Updates to Dungeon Design you'd like to see?

    Ok, I know I made a thread recently, but a common thing I saw being asked for is either more dungeons or changes to the current dungeon design that we've had. So what changes would you suggest the devs make to the dungeon design in future patches/expansions?
    (1)

  2. #2
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Personally, I'd like harder dungeons in general. On the other hand, I see a fair number of people that can barely handle 24 man raid mechanics outside of CT, so...I'm somewhat conflicted. I don't want that dang Mythic+ system from WoW, but I wouldn't be entirely opposed to just having harder dungeons.
    (12)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  3. #3
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,298
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    It's tough for me because I'm someone who likes more exploration, optional paths, side loot, etc. but I realize that that's just not the way that most players approach dungeons in this game. They want they quickest, easiest, most rewarding repeatable run.. and I can't really argue with that in long run either. As much as I may love a full explore dungeon I admit I'll be done with it after a couple of runs and will want the path of least resistance after that too.

    So I guess the ideal for me would be some way to combine the two. Allow for a full explore option with commensurate rewards but also include a direct route option. Maybe even do it the same way they used to do Hard mode dungeons where the two are completely separate both in design and in the cue system. Same basic concept and story in both but you're choosing which version you want before you even cue up.
    (4)

  4. #4
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    I want to see limitations on in-combat raise.
    (1)

  5. #5
    Player
    Shadream's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    22
    Character
    Amathel Somnium
    World
    Phoenix
    Main Class
    Paladin Lv 71
    Quote Originally Posted by StriderShinryu View Post
    It's tough for me because I'm someone who likes more exploration, optional paths, side loot, etc. but I realize that that's just not the way that most players approach dungeons in this game. They want they quickest, easiest, most rewarding repeatable run.. and I can't really argue with that in long run either. As much as I may love a full explore dungeon I admit I'll be done with it after a couple of runs and will want the path of least resistance after that too.

    So I guess the ideal for me would be some way to combine the two. Allow for a full explore option with commensurate rewards but also include a direct route option. Maybe even do it the same way they used to do Hard mode dungeons where the two are completely separate both in design and in the cue system. Same basic concept and story in both but you're choosing which version you want before you even cue up.
    One way to solve optional paths in a dungeon is to give the group a couple of optional objectives, like killing a miniboss or some special mobs on one of the longer, optional paths of the dungeon. The rewards for doing these objectives could be something like:

    A) If you queued into the dungeon from a roulette, then those who didn't get the 'adventurer in need' bonus, will get that bonus by doing these objectives. And the role who had the 'adventurer in need' bonus at the beginning would get some additional percent on top of what they already get. This reward would only be available once per day from each type of roulette.

    And B) If you instead did queue for the dungeon directly, your reward for doing these optional objectives would still be bonus XP, just not so much as from a roulette. This reward can't be had from the same dungeon more than once a day (so that people doesn't spam Sastasha all day long).

    And obviously, neither of the rewards is available from doing the dungeons unsynced. You also would need to kill all the main bosses as well. This is to prevent people from doing the optional objectives, and then leave. If you do leave without having killed all main bosses, the reward for that roulette reset. That way, if people kick you out just to be malicious, or you DC because of power or internet issues, you're not punished for things you don't have control over.

    The (B) reward is more for giving those who help friends or FC members doing dungeons a carrot. But also so those who're spamming dungeons for XP alone get something in return for helping with those objectives and don't abandon the group at the beginning.
    (2)

  6. #6
    Player
    Baxcel's Avatar
    Join Date
    Jan 2019
    Posts
    550
    Character
    Baxcel Farshot
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    More puzzle or task style dungeons like from the 2nd boss of of the Yol dungeon.. idr the name.

    Harder dungeons to give players more challenge an slow the speed runners down a bit.

    Gates at more locations to stop the wall2wall pullers in all new an older dungeons.
    (5)

  7. #7
    Player
    lolicon09's Avatar
    Join Date
    Apr 2018
    Location
    Mor Dhona
    Posts
    483
    Character
    Chisato Nishikigi
    World
    Balmung
    Main Class
    Paladin Lv 100
    If they add different paths, people will find the shortest/fastest route and complain when anyone dares to take a different one.

    If they make Dungeons harder, people will complain about story content Is being Gated behind It, and how awful SE Is for doing It; then they'll ask for said content to be nerfed to death.

    That's just how things are, saddly
    (4)
    When i see a Lalafell character wearing a cute glam

  8. #8
    Player
    Gameovers's Avatar
    Join Date
    Aug 2020
    Location
    Shiro place
    Posts
    628
    Character
    Server Malfunction
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    You might as well be asking what kind of players do you want. Cause right now some people talk a good game about wanting harder dungeons or more paths then the hallway format we have but we had both of those and look what happens with them. go off the beaten one and true path if you want too and watch the chat explode. And simply look at the Tales of the dutyfinder thread to see just how people hate failure now in the -easymode- dungeons. Or look to the past when we had harder content. What's that screaming you hear in the distance? Can't make it out.. sounds like crying about nerfs. :c
    (3)

  9. #9
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by lolicon09 View Post
    If they add different paths, people will find the shortest/fastest route and complain when anyone dares to take a different one.

    If they make Dungeons harder, people will complain about story content Is being Gated behind It, and how awful SE Is for doing It; then they'll ask for said content to be nerfed to death.

    That's just how things are, saddly
    I think this is solved by not letting the players know the path they are choosing. So something like a portal or pit that opens up after a boss is defeated would transport the players to another random section of the dungeon. This would also force players to run the dungeon multiple times in order to obtain the mapping the realm achievement for that dungeon. The only issue I see with this is the objective will remain the same no matter the path due to current dungeon design: Kill trash. Kill boss. Win.

    I think what might make things interesting with paths and dungeons in general is kind of what we saw in puppets bunker inside the corridors with the laser turrets and balls of death between the third and last boss. Obstacles between players and boss doesn't always have to be trash mobs, and I do enjoy the bouts of bobbing and weaving when letting our bigger abilities come off of cooldown. I know some players who absolutely despise that section in puppets bunker, but I think with dungeons, the devs actually have more flexibility to change things up in a way that will give diverse views from the playerbase.

    IOW, creating a bit of a 'no two dungeons are the same' approach would be very refreshing even though the meat and bones of the dungeon runs remain pretty similar.
    (2)

  10. #10
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    I’ve said in another thread I think Castrum Meridanium and Praetorium should be remade. There could be something cool to be done with 8 man dungeons and requiring the party to take divergent paths that allow each to group to advance to the next portion. This was somewhat done in Castrum LL in Bozja, but in being the type of content it is, the execution is a bit underwhelming.

    7 Boss Dungeon, 3 low bosses for each party. Paths that constantly converge and diverge with many enemy swarms. Final boss is a Raid boss.

    I’m kind of describing a raid, but in Dungeon format instead of being a series of Trials.
    (5)

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