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  1. #1
    Player
    Caitlinzulu's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    889
    Character
    Caitlin Seraphim
    World
    Shiva
    Main Class
    Archer Lv 100
    I want it gone too, but it has nothing to do with difficulty or ability to clear. Its all about i hated every second of this duty due to its gameplay. If i want to do stealth i would play a stealth game not an mmo and i even more dislike limited time games.
    (3)

  2. #2
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    So, it's like the standard for this game to get a lot of complaints for things like math or puzzles which break-up the monotony in fun ways. It's the reason there are barely any mechanics that players are expected to do anymore besides stacks and two add phases. Though, for this one: they could do add in better scripted patrol cycles and a way tell players the sight and sound detection radius of the mobs. It's almost like a totally unknown aspect of the game right now, and it caused a lot of frustration in Eureka because only like a few people seem to know about it. Also add more clues like hearing the soldiers talk about the abandoned vehicles, or just mark them on the map, or have the injured soldier tell you where your supposed to go first. Hand holding. Even Metal Gear did it, lol

    They're super fun for me though since a lot of 6.0 can be done at just the corner of my eye most of the time, in my experience. It's just, calm down, and like think of what lead to a failure, and draw up maps and theories and ask for help when needed. The solutions usually, like, make you facepalm
    (0)
    -----------------------------------------------------------------------------

    Ewwwwwww, it's all glowwy again!

  3. #3
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    I dont want the devs to stop making solo instances like In from the Cold, the small Thancred stealth scenario, heck even the Venat sparring fight had some bit of difficulty in it if you're not in the right class. I think they're great to break up the montonous pace of the questing and imo very memorable. What I do want is to include more creative instances and objectives that continue to offer some challenge within the msq.

    I fear that because people like the OP here complaining that "zomfg! this was too hard, imma quit the game now", is why the devs sometimes get afraid of trying out new things for combat content. This is off tangent but anybody else feels like the ARR dungeon designs were a heck a lot more interesting and fun that the linear hallway designs in current dungeons? Sure the set dressing of them has gotten a lot prettier and better but I miss when dungeons had a bit of substance to them and I was genuinely surprised to find out how they scaled back on the design by the time of Heavensward. And I imagine it was because of people complaining that they were "too hard" or "too annoying", bleh, what a way to butcher normal content design.
    (5)

  4. #4
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,112
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    I dont want the devs to stop making solo instances like In from the Cold, the small Thancred stealth scenario, heck even the Venat sparring fight had some bit of difficulty in it if you're not in the right class. I think they're great to break up the montonous pace of the questing and imo very memorable. What I do want is to include more creative instances and objectives that continue to offer some challenge within the msq.

    I fear that because people like the OP here complaining that "zomfg! this was too hard, imma quit the game now", is why the devs sometimes get afraid of trying out new things for combat content. This is off tangent but anybody else feels like the ARR dungeon designs were a heck a lot more interesting and fun that the linear hallway designs in current dungeons? Sure the set dressing of them has gotten a lot prettier and better but I miss when dungeons had a bit of substance to them and I was genuinely surprised to find out how they scaled back on the design by the time of Heavensward. And I imagine it was because of people complaining that they were "too hard" or "too annoying", bleh, what a way to butcher normal content design.
    It wasn't people complaining they were too hard, it was veteran players upset that newbies were either not pulling the correct amount or were going down the wrong path. Haukke Manor in particular, I've seen quite a few temper tantrums on, when a player doesn't know where to go and wanders into a side room. They changed the design to avoid these player fights, now there's 1 path to go with no branching and the answer on how much to pull is until you hit a wall.
    (2)

  5. #5
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by VerdeLuck View Post
    It wasn't people complaining they were too hard, it was veteran players upset that newbies were either not pulling the correct amount or were going down the wrong path. Haukke Manor in particular, I've seen quite a few temper tantrums on, when a player doesn't know where to go and wanders into a side room. They changed the design to avoid these player fights, now there's 1 path to go with no branching and the answer on how much to pull is until you hit a wall.
    Which is boring design. I wish this game had more open-ended dungeons ala WoW with some even have hidden secrets or objectives if you're doing specific quests. Granted this would have the devs put a lot of their resources into making dungeons this grand in scale when they already have a lot to work with already. Oh well..
    (0)

  6. #6
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,621
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Atelier-Bagur View Post
    Which is boring design. I wish this game had more open-ended dungeons ala WoW with some even have hidden secrets or objectives if you're doing specific quests. Granted this would have the devs put a lot of their resources into making dungeons this grand in scale when they already have a lot to work with already. Oh well..
    I didn't particularly appreciate that Alchemy leveling in WoW required a 'secret boss' in one of the dungeons. The primary reason? Nobody wanted to do the 'secret boss' when I asked. Tying advancement to completion of that boss was a nightmare that Blizzard should have seen coming.
    (3)

  7. #7
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    Which is boring design. I wish this game had more open-ended dungeons ala WoW with some even have hidden secrets or objectives if you're doing specific quests. Granted this would have the devs put a lot of their resources into making dungeons this grand in scale when they already have a lot to work with already. Oh well..
    Thing is, in WoW, nobody wants to do those side paths more than once either. Even if it's barely out of the way. I remember running Heroic Culling of Stratholme back in Wrath, which had a bonus boss if you got to the end in time that had a guaranteed drop of a bronze drake mount. By the end of the expansion's life cycle, you had to be trying to not make the timer, and the boss melted in seconds, but people still didn't want to bother, even when people in the party didn't have the mount. That half a minute or so was just really important, I guess.

    It's the same with any content in a repeated roulette. People who've done it dozens of times just don't wanna bother, so why should the devs bother designing things that nobody's gonna look at anyway?
    (6)

  8. #8
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by TheMightyMollusk View Post
    Thing is, in WoW, nobody wants to do those side paths more than once either. Even if it's barely out of the way. I remember running Heroic Culling of Stratholme back in Wrath, which had a bonus boss if you got to the end in time that had a guaranteed drop of a bronze drake mount. By the end of the expansion's life cycle, you had to be trying to not make the timer, and the boss melted in seconds, but people still didn't want to bother, even when people in the party didn't have the mount. That half a minute or so was just really important, I guess.

    It's the same with any content in a repeated roulette. People who've done it dozens of times just don't wanna bother, so why should the devs bother designing things that nobody's gonna look at anyway?
    Good points, but all Im saying is, current FFXIV dungeon design is just boring in general. I love the set dress and environmental storytelling behind them, just wish dungeons had more...substance to them besides following a linear path.
    (0)

  9. #9
    Player
    Rayne6665's Avatar
    Join Date
    Jan 2021
    Posts
    411
    Character
    Wolfy Celestia
    World
    Leviathan
    Main Class
    Summoner Lv 100
    How you gonna progress further into the story? Just get that shit done and be over with it lol xD
    (1)

  10. #10
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    A Realm Reborn dungeons weren't perfect. Some had some neat gimmicks, like using Magitek Armor in Praetorium, but then you also had Toto-Rak or Dzemael Darkhold.

    I wouldn't mind gimmicks coming back to dungeons, just so long as they aren't pace-breaking and are fun to interact with. Not "the goop on the floor artificially extends the length of the dungeon".
    (1)

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