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  1. #1
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100

    Endwalker dungeon pacing is not fun.

    Basically title. I get it. Wall to wall pulls containing multiple mob pack pulls are probably the biggest point of contention amongst players from casual to hardcore when it comes to dungeons specifically. However, while SE might have been playing it safe by designing all EW dungeons to be no more than two mob packs at a time, they also made some of the most boring dungeons to date. I like running dungeons usually, and while I am generally fine with the pattern they have decided upon(mobs > boss > repeatx3), the technical(not artistic) design of the EW dungeons leaves much to be desired.

    There isn't a single dungeon this expansion where you are able to pull more than two mob packs. The ONLY example that comes close is the two mob pack plus one wanderer in the two pulls before the final boss in the lvl81 dungeon. That's it. Where across every other expansion, at least HALF of the dungeons had at least one opportunity to pull more than two mob packs. This may not seem like much to most, but this helps immensely to break up the monotony of standard dungeon runs.

    Even the level 90 dungeons are a bore, with the only sort of fun coming from the bosses of the lvl90 story dungeon that can actually pose some sort of difficulty(healers ensure your Esuna is equipped, and heal to full to cleanse Doom). I at least expected something more from the other lvl90 dungeons, particularly the extra two dungeons you unlock as those are post-MSQ, and would be a fantastic place to test your abilities to their fullest. Remember that first pull of Akadaemia Anyder? If you went wall to wall that was technically three mob packs plus a wanderer. At fresh lvl80, that was a difficult yet very FUN pull to do to really test yourself at your job and role. In addition to that, I was(and still am) always excited to get Ravel Keep or Mt. Gulg for the same reason, because I get the opportunity to perform wall to wall massive pulls that make dungeons for someone like me more enjoyable. This trend continued throughout ShB even to the last dungeon, where you could help break the first boulder and pull from the beginning of the dungeon all the way to the first boss. That was FUN.

    I am not saying every dungeon has to have a wall to wall pull, or that they must be difficult, and while I understand you are planning to release "Savage dungeons" or whatever they will be called, I am just saddened by the state of the dungeons we have gotten so far this expansion. At minimum, for every single pull you force us to do in a dungeon(elevator in lvl83, or between jump pads in lvl87) there should be equal amounts of opportunities to do a wall to wall or other interesting pulls in between bosses.
    (12)
    Last edited by Ixon; 03-22-2022 at 11:59 AM.

  2. #2
    Player
    Annihilism's Avatar
    Join Date
    Oct 2013
    Posts
    69
    Character
    Angelus Reflex
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    I agree wholeheartedly. I know most people are going to say "LOL ITS JUST DUNGEONS WHO CARES" which is a weak argument they use for any issues relating to dungeons. Every dungeon should ive you the option to pull EVERY PACK between bosses. Maybe most people can handle 2 packs, and thats fine, but what if my friend and I want to pull everything? Shouldn't we have the player choice? It's the reason I hate getting dungeons like matoyas with its stupid walls that limit you to 2 packs.

    I know the dev team has reached a design stage that they are comfortable with, which is great I do like that FF14 content cycles and most content are predictable but they really should try taking more risks in dungeon content, there is nothing to lose.
    (8)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Annihilism View Post
    I agree wholeheartedly. I know most people are going to say "LOL ITS JUST DUNGEONS WHO CARES" which is a weak argument they use for any issues relating to dungeons.
    And a weak argument for any other form of content, too.



    >> "This seems of (wastefully) poor quality."
    << "Well, duh; it's disposable. It doesn't have to be good."
    >> "Then, why are we wasting funds on disposable product when, at relatively little added expense relative to other means of similar value produced, we could instead give those products lasting and significant quality?"
    (7)

  4. #4
    Player
    KazumaFaemura's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Honestly I feel dungeons as a whole aren't really that fun anymore. After ARR, dungeons have become nothing more than full on straight lines. I miss dungeons like Sunken Temple where we had to solve puzzles to progress and it felt like we were actually on an adventure. Now don't get me wrong I don't mind hallway dungeons when they make sense from a design perspective like Tam Tara, or Keeper of the Lake. However I'd enjoy seeing dungeons like Thousand Maws return where there were multiple paths you could take and just explore. I miss the exploration aspect that we used to have, not just this constant hallway to wall pull that we have now. It's not really that fun or engaging in any meaningful way. If I wanted to play a hallway simulator I'd play Final Fantasy X, or Final Fantasy XIII or even Call of Duty.
    (6)
    Last edited by KazumaFaemura; 04-10-2022 at 03:51 AM.

  5. #5
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    If you go through each dungeon that we have you’ll see that the devs provided us with its own individual gimmicks. Puzzles, traps, exploration, elevators. After experiencing each one multiple times of course they get stale. We tend to forget and all the dungeons become one blur where we only remember wall to wall pulls.
    (7)

  6. #6
    Player
    KazumaFaemura's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Quote Originally Posted by LalafellDown View Post
    If you go through each dungeon that we have you’ll see that the devs provided us with its own individual gimmicks. Puzzles, traps, exploration, elevators. After experiencing each one multiple times of course they get stale. We tend to forget and all the dungeons become one blur where we only remember wall to wall pulls.
    I'm sorry but I have to disagree, if you look at the maps for each of the dungeons you'll see that each one just goes in a straight line. That's my problem if you look at like Toto rak's map it was huge and winding and having to explore for the proto cells at least to me was fun. We don't get anything like that in any of the EW dungeons nor did we get anything like that in ShB
    (2)

  7. #7
    Player
    Seera1024's Avatar
    Join Date
    Apr 2020
    Posts
    406
    Character
    Chymea Sum
    World
    Siren
    Main Class
    Black Mage Lv 100
    The problem is designs like that cause problems down the line.

    You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

    You get the player who has done it a few times so the new hasn't quite worn off yet.

    You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


    The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

    That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.
    (4)

  8. #8
    Player
    KazumaFaemura's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Quote Originally Posted by Seera1024 View Post
    The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue..
    This is me in a nutshell, I don't mind either way to be honest, it's just at this point all the dungeons feel the same, and that has led me to get really really bored with them. The only thing that really changes is the theme and that's all. However I completely see where you are coming from though.
    (1)

  9. #9
    Player
    faerieflare's Avatar
    Join Date
    Oct 2013
    Posts
    31
    Character
    Curry Omelette
    World
    Kujata
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Seera1024 View Post
    The problem is designs like that cause problems down the line.

    You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

    You get the player who has done it a few times so the new hasn't quite worn off yet.

    You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


    The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

    That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.
    THIS.
    I've said this in many threads multiple times. When you get matched with people who want different things (one is just after the tomestone, and the other is the new guy who wants to explore every nook and cranny), problems arise, especially if they're outspoken, or worse, just leave the new player on his/her own. The others know which way is the progress, so they follow the "impatient" guy. So the new guy follows, not knowing what's on the other parts of the dungeons.

    When the trust system is introduced for an earlier dungeon, I'm actually quite sad to hear it. Because this is actually the reason, not because "DPS takes forever to queue". That's one reason, but not enough to justify them creating an AI revolving around the dungeons. Trust on SHB and EW is funny because they have the dialogues, but when you have "Spirited Marauder" as your friend, I'd assume things aren't going to be as interesting
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seera1024 View Post
    The problem is designs like that cause problems down the line.

    You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

    You get the player who has done it a few times so the new hasn't quite worn off yet.

    You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


    The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

    That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.
    Let's put it this way, then.

    Most players...
    • Want a relatively streamlined dungeon experience.
    • Minimal one-and-done learning requirements in regard, at least, to basics like dungeon pathing.
    • Nonetheless want a varied dungeon experience.
    • Want more than just what is obviously hallways of stagnant multi-pull, gate, multi-pull, gate, boss, repeat.

    There are a few opportunities that trims, but not that many.

    One-time puzzles are a no-go. Randomized puzzles without a single solution method/procedure (to be learned once and simply applied to the change in context), though, can still work.

    Multi-path dungeons in which one is most likely to be the best is a no-go because it's a one-time solve. Multi-path dungeons in which the best path is highly contextual is a no-go because it takes additional time to communicate when people would rather just be silently sprinting, AoEing, or STing. But, randomized multi-path dungeons, such that slight variance is forced upon the player? Still a possibility.

    Elaborate trash with a mechanic never to be seen again? Likely to be declined on the basis that it's a one-time learning gap (and not in the way we're accustomed to / forgiving of). Elaborate trash that builds off of and builds towards future dungeon trash mechanics? Sure. Why not?
    (1)

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