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  1. #11
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,615
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    For the most part, those 'unique twists' might have been a relic of the 1.0 version of those dungeons. Try looking for 'FFXIV 1.0 dungeons' to get an idea of the assets reused from 1.0 in ARR dungeons.

    I found references to the fact that FFXIV 1.0 had exactly 0 dungeons at release. Only 1 of the 4 dungeons added later were lower-level (Toto-Rak, if I remember correctly, was a level 25 dungeon. The others were level 50 instances).
    (1)

  2. #12
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ReynTime View Post
    The problem isn't even necessarily lack of branching paths.
    It's that in ARR there was clearly a lot more care into making the dungeons feel distinct beyond what they looked like or what the flashy shallow set-pieces were. A lot of Lv50 ARR dungeons are very linear too, but they still had some kind of unique twist that wasn't just aesthetic to make them unique.
    And they abandoned that once Heavensward came out.
    Whatchu talkin' bout Willis? Elaborate.
    (1)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  3. #13
    Player
    Karshan's Avatar
    Join Date
    Jun 2017
    Posts
    416
    Character
    Lina Kirell
    World
    Moogle
    Main Class
    Summoner Lv 100
    Quote Originally Posted by ItMe View Post
    Maybe that should be the other way around, if only so the more elaborate dungeons aren't the ones ending up in the Levelling Roulette.
    Until a relic step asks of you to grind these dungeons and then you'll be very sorry. Without mentionning Expert roulette 5 times a week for the cap, you want five a 12 minutes highway and not 25 min of roaming.

    Leveling at least you'd get more engaging content.
    (0)

  4. #14
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Karshan View Post
    Until a relic step asks of you to grind these dungeons and then you'll be very sorry. Without mentionning Expert roulette 5 times a week for the cap, you want five a 12 minutes highway and not 25 min of roaming.

    Leveling at least you'd get more engaging content.
    Such quest steps are design flaws in my eyes. SE seems to gave us to cater us with something new or interesting in this way. "Repeat old content or fates" is the way to go. Even sidequests are nothing special. You arrive at a new aetheryt and see 20 quests spawn at once. MSQ is like "You´ve a char, but we don´t want you to play it. Here check out the dawn-gang, isn´t that cool to play 3-key Alphinaud or Estinien?!"

    Dungeons could be way more with a little bit efford. And noone would mind to repeat them like 100 times if they would be somehow rewarding, challenging or would slightly change to player decisions. Instead of such stuff they´re there for some XP in daily roulette or to get some endgame tokens. Game-holding system at its best.
    (2)

  5. #15
    Player
    viola_vilgrantz's Avatar
    Join Date
    Sep 2015
    Location
    Thavnair (If only. :P)
    Posts
    28
    Character
    Robin Dayesther
    World
    Balmung
    Main Class
    Dancer Lv 90
    I already really was addressing the fact that most people want to blast through the dungeon and not look back, though. What I was trying to say was, make the dungeon the same length as before, with the same amount of time spent, but visually speaking, it feels more diverse and branched off. By the end of the day, in technical terms, you're still doing the same thing, just not walking through a hallway to do it.

    The key is breaking format more and adding more interesting things and paths to it, without actually adding on time wasted to do it. I'd even say quite a few Shadowbringers dungeons, later on, do achieve that.
    (2)
    Last edited by viola_vilgrantz; 09-29-2021 at 07:22 AM.

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