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  1. #81
    Player Avatar de Kuroka
    Inscrit
    aot 2016
    Lieu
    Limsa
    Messages
    3 702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Faucheur Lv 90
    What i do like on the latest dungeon is the first long pull, it think its about the largest pulls we ever got, which is kinda fun even when its just trash.
    (0)

  2. #82
    Player
    Avatar de KDChronos
    Inscrit
    mai 2021
    Lieu
    Uldah
    Messages
    1
    Character
    Kedury Curonos
    World
    Cactuar
    Main Class
    Mage noir Lv 80
    As a relative new player (started playing in january), I just started ShB content, and i think one of the mayor problems is that, maybe since HW, all the dungeons are pretty straight, you only need to know bosses' mechanics, but not about the dungeon itself, like in Hakkune Manore, or The Tam-Tara Deepcroft, were you need to do little things in order to be able to advance, or do a little backtracking, most new are just advancing, and defeating enemies, with no interaction.
    (6)

  3. #83
    Player
    Avatar de Rein_eon_Osborne
    Inscrit
    juin 2020
    Lieu
    Shadowflare - Ward Miasma II, Plot Broil IV
    Messages
    3 860
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Élémentaliste Lv 90
    Citation Envoyé par KDChronos Voir le message
    As a relative new player (started playing in january), I just started ShB content, and i think one of the mayor problems is that, maybe since HW, all the dungeons are pretty straight, you only need to know bosses' mechanics, but not about the dungeon itself, like in Hakkune Manore, or The Tam-Tara Deepcroft, were you need to do little things in order to be able to advance, or do a little backtracking, most new are just advancing, and defeating enemies, with no interaction.
    Is it really, though?
    Players will always try to find the path of least resistance. This is especially true for Tam-Tara (since you also mentioned this). "What about that alternative corridor? Nah, nothing's special in it, let's just push through."

    There is no incentive in traversing through the alternative & optional paths in ARR dungeons besides maps completion achievement and for some of them, GC hunting log. Another example is Sunken Temple of Qarn. I've been seeing more and more players who don't even bother trying to do the puzzles correctly before the last boss, because it's simply faster to skip those two face statues we encounter and power through the ambush trap. Extra rooms? What's that?

    Heck, even Sastasha gets similar treatment, first timer or not. "Map achievement? What's that?"
    Some players don't bother trying to complete all those optional chambers after the 2nd boss. In my opinion, devs moving away from designing such dungeon is a good move to avoid wasting resources from creating a potentially obsolete content. They are good on paper, but in real practice: this is what we get.
    (5)

  4. #84
    Player
    Avatar de Katie_Kitty
    Inscrit
    janvier 2018
    Messages
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Some puzzles would be neat. I wouldn't mind that. Might be a cool idea to create some puzzles that can be rapidly resolved after learning how it works so that farming doesn't get needlessly extended in terms of how long it takes.
    (4)

  5. #85
    Player
    Avatar de ItMe
    Inscrit
    juin 2020
    Lieu
    Lumsa Lomsa
    Messages
    4 178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcaniste Lv 90
    Citation Envoyé par Kuroka Voir le message
    What i do like on the latest dungeon is the first long pull, it think its about the largest pulls we ever got, which is kinda fun even when its just trash.
    I dunno, it's close but the final pull in Tam Tara might still be king.
    But I totally agree, it is fun~
    (0)

  6. #86
    Player
    Avatar de sharlim
    Inscrit
    mai 2021
    Messages
    27
    Character
    Sharlim Crendall
    World
    Diabolos
    Main Class
    Ninja Lv 80
    I personally like the feel of dungeons as-is. It's like a (insert fav food here) that you can eat repeatedly for years so long as you don't try to eat it too many times in one week.
    (3)

  7. #87
    Player
    Avatar de Gruntler
    Inscrit
    septembre 2013
    Lieu
    Ul'dah
    Messages
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Hard dungeons are fun once... maybe twice.

    And after that, people will skip them and do whatever dungeon is the easiest. Even hardcore players, because their goal at that point isn't 'to do a dungeon that challenges me' it's 'get my tomestones fuck I just need tomestones to get this thing.'

    This game used to have hard dungeons, Pharos Sirius is a good example. No one did it. People wouldn't even unlock it once they knew it was hard. Any time, ever, in the history of this game, when a dungeon hasn't been faceroll loot-n-scoots, ever, every single time... people would skip it. They'd bail in roulettes. You still see people doing this to some ARR dungeons in 2021.

    The community including the hardcore have shown through their actions they do not want hard dungeons.
    (3)

  8. #88
    Player
    Avatar de Yuella
    Inscrit
    fvrier 2016
    Messages
    707
    Character
    Yuella Davilles
    World
    Ravana
    Main Class
    Élémentaliste Lv 100
    I would love them to include branching paths with optional bosses, and you get more reward if you clear the dungeon with all optional bosses killed.
    (3)

  9. #89
    Player
    Avatar de Tyssyn
    Inscrit
    fvrier 2018
    Lieu
    Gridania
    Messages
    284
    Character
    Tyss Kaatapoh
    World
    Brynhildr
    Main Class
    Invocateur Lv 90
    Citation Envoyé par Yuella Voir le message
    I would love them to include branching paths with optional bosses, and you get more reward if you clear the dungeon with all optional bosses killed.
    The issue with this would be.. once the rewards were no longer relevant (IE a new dungeon came out with more gear, everyone's gotten the cosmetic/minion/mount rewards) from those branching paths... no one would do them anymore, it'd just be the fastest path to the end for tomestones. And then the problem would crop up in Duty Finder: someone doing it for the first time vs 3 people who have already mined the optional paths for the rewards and don't need them means that the new person gets pushed down the straight path much like how sprouts would get pushed to skip cutscenes in Castrum and Prae until the Devs made the cutscenes unskippable.
    (3)

  10. #90
    Player
    Avatar de NYCLouisGamer
    Inscrit
    avril 2021
    Messages
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astromancien Lv 57
    Citation Envoyé par DrWho2010 Voir le message
    dungeons are supposed to be get in, get out though. I don't want to be spending upwards of 45 minutes in one.
    The dungeons don't need to be long. They simply need to be more challenging. The reward for doing them well will be a speedy run.

    If it is already determined that leveling dungeons will not be fun content, we don't need them as in-game chores. Just have the game automatically mail me gear when I ding. How can FFXIV have so many beautifully-designed classes and no lowbie content where I can use them? It is like having a sportscar that is not allowed to go above 40 mph, shift gears or make turns.
    (0)

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