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  1. #1
    Player
    synnap's Avatar
    Join Date
    Feb 2016
    Posts
    2
    Character
    Synnap Rizer
    World
    Goblin
    Main Class
    Warrior Lv 80

    Expert Dungeon System

    I know that this suggestion might not be welcomed by the community, but I think that dungeons could use a bit of a revamp to bring more content into the game and increase dungeon replayability. Right now, most dungeons are centered around either spamming them for levels or just to grind out roulettes. Most of this content is trivial to players who have cleared the dungeon already, and the only real exciting moments is when someone messes up, doesn’t dodge a mechanic, or simply stands in the wrong place and takes some additional damage. What if there was a system in place that allowed a group of four seasoned players to be challenged by dungeon content where the dungeon increased in difficulty (mob HP, damage taken, dungeon timer shortened, etc.) in order to push players who were looking for a challenge?

    Expert Dungeons - Take the dungeons already in place and just add “expert” versions of these dungeons. Players, from the Group Finder Menu, could select to run the dungeon in whatever difficulty mode they would desire ranging in difficulty from 1-25 (or more). Levels 1-5 would be available to them, and clearing lvl5 would open up higher ranks of selectable difficulty, and so on. Mobs have higher HP amounts, do more damage, and may require the group to pull mobs in certain order or at a certain pace to ensure survivability. The dungeon timer would be reduced in order to “push” players to finish the dungeon within time. Of course, these limitations would be enhanced the higher you pushed you pushed the dungeon difficulty.

    Linking to Story - It would be important to bring a story element to the dungeons, so tying this type of content in with Cid and some sort of newly discovered Allag technology where the Warrior of Light could train to improve their own skills to overcome upcoming events.

    Rewards - Rewarding players for pushing this type of content would also need to be provided, outside of just tomestones. The suggested rewards I had in mind were centered around dyes, glamour pieces (specialized to running this type of content), materia, gil, cards, mounts (for achieving higher levels of difficulty), housing items, and other types of non-marketable items. I do not like the idea of adding in gear that scales with dungeon difficulty because I feel that would trivialize other aspects of the game and create a situation where the Devs would be having to scale content based upon this gear. Likewise, adding scaling gear from these dungeons would make the concept mandatory for other players and center the entire game around running these dungeons for increasingly higher ilvls of equipment to make other content easier. However, the rewards need to be incentivizing enough to make the content desirable to run and repeat without disrupting all other forms of content.
    (2)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,193
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    A lot of what you're describing is just Deep Dungeon challenge floor sets.
    (2)
    Error 3102 Club, Order of the 52nd Hour

  3. #3
    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 Rongway View Post
    A lot of what you're describing is just Deep Dungeon challenge floor sets.
    SHb didnt have a deep dungeon
    (1)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  4. #4
    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
    Perhaps I'm missing something, but it seems like you're asking for dungeons with higher numbers and a relevant timer. While I would enjoy harder dungeons, I feel like they need more than a number tweak to make them fresh.
    (1)

  5. #5
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    737
    Character
    Boulder Colorado
    World
    Cactuar
    Main Class
    Sage Lv 98
    you can do them with minimum ilvl
    (1)

  6. #6
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,127
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    The issue with dungeons isn't just a "numbers" issue.

    Their layout is uninspired, they basically all follow the formula of 2-3 trash packs placed in straight corridors, then some kind of barrier that prevents progress, another 2 trash packs in a straight corridor, then a boss, rinse and repeat. Sure, they may look fancy the first time you're in there but that's basically all these dungeons amount to for a long time now.
    On top of that the trash is usually just as boring, most of the time they just do physical or magical auto attacks with maybe an easily avoidable aoe in-between.


    This makes it incredibly easy to speedrun the dungeons since navigation is simply a one-way street, but it doesn't make for a very engaging experience.
    (5)

  7. #7
    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 Absurdity View Post
    The issue with dungeons isn't just a "numbers" issue.

    Their layout is uninspired, they basically all follow the formula of 2-3 trash packs placed in straight corridors, then some kind of barrier that prevents progress, another 2 trash packs in a straight corridor, then a boss, rinse and repeat. Sure, they may look fancy the first time you're in there but that's basically all these dungeons amount to for a long time now.
    On top of that the trash is usually just as boring, most of the time they just do physical or magical auto attacks with maybe an easily avoidable aoe in-between.


    This makes it incredibly easy to speedrun the dungeons since navigation is simply a one-way street, but it doesn't make for a very engaging experience.
    layout may be a issue but i think its the lackluster trash pulls that make up half the instance, Look at Relict for example. They gate the crap out of you to make sure your careful which is such a crappy attitude to have almost handholdy in a way far more so than sastasha which is very lax and very sad. For trash to be engaging they need to shuffle each role at its core

    Tanks- Guide and direct the crowd and to keep the crowd manageable or you die and to not bite more than you can chew and to aggro all strays and to keep away from hazards
    DPS- Deal damage, but also be ready to stun and interrupt and prioritize certain mobs if need be and of course keeping away from aoes and hazards
    Healer- Keep the team alive, and be ready for Aoes or to deal damage if need be

    Relict, still my example, does the absolute bare minimum
    (3)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  8. #8
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,134
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Absurdity View Post
    Their layout is uninspired, they basically all follow the formula of 2-3 trash packs placed in straight corridors, then some kind of barrier that prevents progress, another 2 trash packs in a straight corridor, then a boss, rinse and repeat. Sure, they may look fancy the first time you're in there but that's basically all these dungeons amount to for a long time now.
    The thing is, even when the dungeons aren't constructed that way, players treat them like they are.

    Side rooms in Sastasha. What are they?

    Branching paths in Toto-Rak. When did anyone ever take the alternate route through the first zone? One tank in all the times I've played it.

    Puzzles and treasure keys in Qarn. Lol no, we're just going to barrel straight past them and deliberately do the puzzle wrong because it's quicker to deal with the trap than to disarm it.

    If I was a dungeon designer, I don't think I'd bother trying to make them interesting any more either.
    (3)

  9. #9
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Iscah View Post
    The thing is, even when the dungeons aren't constructed that way, players treat them like they are.

    Side rooms in Sastasha. What are they?

    Branching paths in Toto-Rak. When did anyone ever take the alternate route through the first zone? One tank in all the times I've played it.

    Puzzles and treasure keys in Qarn. Lol no, we're just going to barrel straight past them and deliberately do the puzzle wrong because it's quicker to deal with the trap than to disarm it.

    If I was a dungeon designer, I don't think I'd bother trying to make them interesting any more either.
    What incentive do people have to explore though? If I don't need the accessory drop in Brayflox, then I have no reason to deviate. The issue with older ARR dungeons is the dev team added branching paths with no reason to explore them. They just expected us to. Which is fine on a first run, but afterwards... well, I don't have a reason to care about it anymore.

    As Rufalus said, there needs to be compelling RNG to incentivize exploration. If going down a different path gave you bonus tomes or gil, people would be far more interested in taking detours.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  10. #10
    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 Iscah View Post
    The thing is, even when the dungeons aren't constructed that way, players treat them like they are.

    Side rooms in Sastasha. What are they?

    Branching paths in Toto-Rak. When did anyone ever take the alternate route through the first zone? One tank in all the times I've played it.

    Puzzles and treasure keys in Qarn. Lol no, we're just going to barrel straight past them and deliberately do the puzzle wrong because it's quicker to deal with the trap than to disarm it.

    If I was a dungeon designer, I don't think I'd bother trying to make them interesting any more either.
    That's because the dev team for whatever reason decided to scrap the bonus chest system from 1.1X. Those justified exploring, because there were bonus for clearing optional bosses/areas or opening certain chests.
    IMO it was a big mistake. They tried to do optional paths/dead-ends during ARR despite removing the only thing motivating players to explore more than once per character if even that.

    Moreover, as long as every dungeon is meant to be included in a daily roulette, there will always be a majority of players who just want to hurry and get it done. I don't care if the designers are so short-sighted now that they insist 4-8p dungeons can't be more than they are. If they implemented non-hallway sim dungeons designed not to be part of roulettes and give their own rewards, featuring the bonus chest mechanic again, I'm pretty sure it would work better than they expect.

    Make bonus chest give mats for glamour recipe that can't be gotten otherwise, mount/minion chance, extra tomestones, or maybe even long-lasting role-wide leveling gear as a tiny extra if any of these dungeons could be spread across lower level tiers. It's not like there is a lack of things to use poetics for anyway.
    (0)
    Last edited by ReynTime; 03-16-2021 at 12:50 AM.

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