Nobody's saying "Making an old dungeon into a level 90 is *easy*"
People are saying "An Unreal Dungeon sounds way easier than making a completely new dungeon, from scratch, which is what we'd all obviously prefer"
Nobody's saying "Making an old dungeon into a level 90 is *easy*"
People are saying "An Unreal Dungeon sounds way easier than making a completely new dungeon, from scratch, which is what we'd all obviously prefer"
Imo I think it'd be cool if they added '' expert '' difficulty to old dungeons and made them more difficult and part of the roulette.
It does become painful when you run the same dungeons repeatedly not gonna lie.
You don’t have to roulette, even if you choose to, the bonus is only once a day, then you can pick whatever you want to do. It’s working as designed.
There's a difference between "this is harder than you make it out to be" and claiming that "this is an unrealistic suggestion" by which to reach the given effect.
Consider the alternative means of reaching greater content variety without having to sync down:That's it.
- Making more dungeons, traditionally.
- Making hard mode dungeons -- which still save relatively little time, all for a much less original dungeon.
Learning how to scale dungeons is doubtless going to have an investment cost, but doing so provides us with literal expansions worth of additional level-cap content. Rather than some dozen dungeons per expansion, we'd have, per expansion, a dozen more. Rather than merely 2-3 of those being relevant at a time, we'd could regularly rotate through at least several.
To achieve even nearly that same effect otherwise would require we more than quadruple the rate at which we produce new dungeons. That seems the far less realistic.
At best, given that learning how to scale past content procedurally is still almost certain to be most efficient long-term solution, calling such "unrealistic" is to really just a euphemism for "shut up and take your incredibly limited grind-loop; any significant improvement is not worth pursuing."
Last edited by Shurrikhan; 01-31-2022 at 06:52 AM.
So much this, it's a short-term investement for a long-term reward.There's a difference between "this is harder than you make it out to be" and claiming that "this is an unrealistic suggestion" by which to reach the given effect.
Consider the alternative means of reaching greater content variety without having to sync down:That's it.
- Making more dungeons, traditionally.
- Making hard mode dungeons -- which still save relatively little time, all for a much less original dungeon.
Learning how to scale dungeons is doubtless going to have an investment cost, but doing so provides us with literal expansions worth of additional level-cap content. Rather than some dozen dungeons per expansion, we'd have, per expansion, a dozen more. Rather than merely 2-3 of those being relevant at a time, we'd could regularly rotate through at least several.
To achieve even nearly that same effect otherwise would require we more than quadruple the rate at which we produce new dungeons. That seems the far less realistic.
At best, given that learning how to scale past content procedurally is still almost certain to be most efficient long-term solution, calling such "unrealistic" is to really just a euphemism for "shut up and take your incredibly limited grind-loop; any significant improvement is not worth pursuing."
In the end of the day FFXIV is designed to keep old content relevant it's fair to expect it to be a bit better than it is currently.
It increases the overall enjoyment of the game.
Yes, they did, in the exact same way and to the exact same degree as any other dungeon in the Expert Roulette. People didn't just suddenly stop doing Expert Roulette whenever there was a Hard Mode dungeon added (or rather, only start doing Expert Roulette when Hard Mode dungeons stopped being produced, since back then there was a Hard Mode dungeon added every patch).
Not that the periodic costs of remodeling, rerouting, repopulating, and redesigning the encounters of a dungeon has much to do with designing a procedure by which to scale up any and all dungeons. Except perhaps to be the example of a far less efficient way to increase content variety available to our most efficient weekly grind loop.


you would be having Expert Roulette and lvl90 Roulette soon, to be able to rotate the gear tiers that is.
Either way you get rewarded for using both.
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