How you gonna progress further into the story? Just get that shit done and be over with it lol xD
How you gonna progress further into the story? Just get that shit done and be over with it lol xD
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.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.
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..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.
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".
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.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.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..
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?
Just gonna say:
It says everything about the FF14 community where on one side, you have people disliking it because of a remote difficulty curve.
And the other side immediately starts slinging insults and demands that a person quit because "no more dumbing down MY game," falling just short into demands that a person kill themselves for not being good enough.
And any legitimate criticism for the section in question just gets lost in the shitshow.
Really it just says so much about the community.
At least with WoW I wasn't being called a sub-human for not liking a fucking quest sequence, or not liking the story's direction.
It speaks volumes about you to when all you see, across all the discussions about said quest, is that its "waah tooo hard pls nerf" , and the opposite of "omg get good you looser" as you so ignorantly displayedJust gonna say:
It says everything about the FF14 community where on one side, you have people disliking it because of a remote difficulty curve.
And the other side immediately starts slinging insults and demands that a person quit because "no more dumbing down MY game," falling just short into demands that a person kill themselves for not being good enough.
And any legitimate criticism for the section in question just gets lost in the shitshow.
Really it just says so much about the community.
At least with WoW I wasn't being called a sub-human for not liking a fucking quest sequence, or not liking the story's direction.
You cannot see the woods for the trees and have to interject an "at least with wow" like that has any clout here at all and were are supposed to value your input when across all the discussions many people have , on both sides , said their piece in clear and thoughtful ways regardless of the less than patient types you aimed for when making your judgment.
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.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?
That's won't be able to happen with the current player base. More complex dungeons sound good on paper, but roulette players get tired of having someone mess up a puzzle on their 2,000th run of the dungeon and new players don't want someone spiriting through the dungeon without letting them figure the puzzle out or explore the side rooms first.
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