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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

    Deep Dungeons in future Expacs?

    A while ago I read an interview with YoshiP the dev team decided to take a break from the DD format for one expansion and would move the power levelling aspect of Dads into the BSF.

    I remember in this same interview, YoshiP states that the team planned to release a new version of the Deep Dungeon concept in Early 6.0. Although not mentioned at the announcement showcase, Id expect to see it come with the Digital Fanfests announcements in May.

    The discussion I wanted to have however is if/when they reveal the 6.0 Deep Dungeons: What improvements to Deep Dungeons would you all like to see?
    (5)

  2. #2
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kiurai View Post
    What improvements to Deep Dungeons would you all like to see?
    Do one with a more aggressive style that you don't have to creep around, so I would remove traps but put in different dangers like if you remain in an area too long, additional enemies spawn in or you are debuffed in some way. Maybe have a mini boss floor half way between each main boss floor to break up the monotony of fighting regular enemies.
    (5)

  3. #3
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rufalus View Post
    Do one with a more aggressive style that you don't have to creep around, so I would remove traps but put in different dangers like if you remain in an area too long, additional enemies spawn in or you are debuffed in some way. Maybe have a mini boss floor half way between each main boss floor to break up the monotony of fighting regular enemies.
    Not sure I'd want it all to break with the format so heavily, but slipping in some floors that need to be cleared as quick as possible could definitely be fun.
    (2)

  4. #4
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Kiurai View Post
    The discussion I wanted to have however is if/when they reveal the 6.0 Deep Dungeons: What improvements to Deep Dungeons would you all like to see?
    I'd like to see a system like in Bozja where you can augment your class depending on the party composition.
    (2)

  5. #5
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Kiurai View Post
    The discussion I wanted to have however is if/when they reveal the 6.0 Deep Dungeons: What improvements to Deep Dungeons would you all like to see?
    What an interesting question OP.
    I'd like to see the dungeon move away from rogue-like / mystery dungeon style traps.
    Either through deemphasizing traps in general, or changing them up so they're not all just invisible floor tiles.
    Not sure how likely this is as the deep dungeons are heavily based off rogue-likes / mystery dungeons, though if they took a break from writing Hildebrand stories to refresh themselves and stop them from getting stale, maybe we will also see them shake up or shake off the heavy R-L/MD influences.
    (1)

  6. #6
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    i want it to go ham with the rogue like elements
    pick up buffs that stacks
    skills similar to logograms you can find etc etc
    (2)

  7. #7
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Personally, I'd like to see: PotD Lv 1-(current expansion cap); HoH (unlockable at 60) also Lv 1-(current expansion cap) and New Thing, Unlockable at 80, but also can run Lv 1-(current cap). Call the new floors "Hardmode" or whatever; don't need new storyline.

    I've leveled everything to 80 and capped each expansion; so when PotD was new, I ran that; when HoH and so on.

    In the current game if a new player joined...it would be much nicer if they could just run anything to get their 3rd-4th-whatever job leveled. Run HoH, get bored? Do Eureka. Not feeling it? Try the new thing. They should all contribute fair amounts of XP so everyone can get capped quicker. I mean it should never outpace daily roulettes...but maybe on par with dungeon spamming.

    Baring ALL OF THAT, if I were designing Deep Dungeon 3.0, I'd probably do it like Gauntlet:
    • Tons of enemies and "treasure" to grab while frantically searching for the exit.
    • Your HP constantly ticks down. Can be refilled with "Food" you run over.
    • More treasure = more loot/points at the end.
    • Some healing gained after clearing a floor.
    • After every X floors, you have the option to end your delve and cash out.
    • ..or continue and risk losing it all! (Your HP eventually becomes so low it's just impossible to reach that next cash out point)
    (0)
    Last edited by kaynide; 02-17-2021 at 11:50 PM.

  8. #8
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    What i would like to see, is that we need to do more then just kill a specific amount monsters in order to unlock the next floor. Add some extra variations of it, like:

    - Add "switches" to the floor, which you need to activate (in a certain order) before the gate unlocks.
    - Find x amount of items spread out on the floor.
    - Make a specific monster type the target for the current floor. For instance, use about 10 different types of enemies and only 2 of 1 specific type you need to find and kill.
    - Kill a specific enemy (an Alpha / Leader of the pack)
    - Add a mini boss which will drop special "loot sacks" you can turn in after completing the current set of 10 floors.
    - Make floors a maze, where you need to traverse through portals or pull switches / find a key to open doors in order to reach the gate.
    - Add an escort NPC you would have to guide to the exit, maybe even rescue.

    These are just examples for stuff they can add to the randomization of each floor. Inspiration for these added floor mechanics, came from other content like the "Nyzul Isle Investigation" from FFXI and the Castrum from the Bozjan Front.
    (3)

    Credit goes to Niqo'te for her fabulous art in the "Nique's happy fun time!"-thread and Nix/Capa for the Caitlyn drawing to the right. \(^_^ )/
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  9. #9
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aldora View Post
    What i would like to see, is that we need to do more then just kill a specific amount monsters in order to unlock the next floor. Add some extra variations of it, like:

    [...]

    These are just examples for stuff they can add to the randomization of each floor. Inspiration for these added floor mechanics, came from other content like the "Nyzul Isle Investigation" from FFXI and the Castrum from the Bozjan Front.
    This.

    As someone who's a reasonably serious deep dungeon runner (i.e., I've been in groups that take a stab at reaching the end floors, and have attempted solo runs), what I really wish is that we had more in the way of puzzles and such. I know it's not super easy to do that because eventually people (like me) will have seen all the possible puzzles and will already know solutions to them, yes. But things like having to find floor switches and hit them in a specific order, or to find a way to drain a flooded room containing the key, or whatnot... that'd be great.

    And it's not like they can't do that even in XIV; the 1.0 version of the Thousand Maws of Toto-Rak was that way. There were three potential bosses you could fight, and you could make it to any one of them easily, but there were a limited number of photocells and a lot of different closed-off doorways. And if you wanted to try to hit up all three bosses for Extra Loot Goodness, you had to get and use those photocells in a very specific order, or you'd find yourself with no way to get to another photocell to get to the doorway you needed to open.

    Failing to do the pattern right didn't stop you from getting to defeat a boss, but it would keep you from defeating all of them.

    (Of course, if I remember right, Toto-Rak of that era also had a much more severe timer. So you needed to not only do the photocells in the right order to get all three bosses, but you had to burn through the various parts of the dungeon fast.)

    I'd love to see more like that. Where failing to do the complicated thing doesn't fail the duty, but succeeding at doing the challenging/complicated thing brings Extra Riches or whatnot. It's why I like the prisoner mechanic in Castrum Lacus Litore; it's a return to that sort of encounter design.
    (4)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  10. #10
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,775
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I really liked the concept of HoH over POTD and I was sad to not have a DD this expansion (Bozja just doesn't do it for me, sorry... I find it mind-numbingly boring). With HoH on the higher levels, you had to be on your toes. I'd like to see the DD incorporate some of the features from treasure maps -- not that you're kicked out if you choose the wrong door kind of thing, but with more choices.. will this door lead to better treasure? A mini boss? A shortcut?

    I liked the concept of summoning primals in HoH. I think it would be cool to include that in the next version. And perhaps conditions that ONLY work if you PURPOSEFULLY step on a trap... i.e. step on a trap, become a chicken, pass through a smaller hole to get to the exit. Neat quirks like that.
    (6)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - HAHA no that's sacred.

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