Results 1 to 7 of 7
  1. #1
    Player
    Siniztor's Avatar
    Join Date
    Jul 2017
    Posts
    465
    Character
    Sin Bathory
    World
    Zalera
    Main Class
    Red Mage Lv 100

    Fix normal dungeons to!!!

    I realsie the new side dungeons coming out but SE come on.. Fix your msq dungeons 80-90 was played in all 80 gear and all copy and paste dungeons

    step-1 grab group 1 run to group 2
    step 2 grab group 2 kill groups 1/2
    step-3 grab group 3 run to group 4
    step-4 kill groupd 3/4
    step -5 kill boss
    rinse ne repete the whole dungeon

    EVERY dungeon every run its shameful you put so much time into the looks but you basic design sucks and every dongeun the same..

    What happen to you Se?? I dont remember any expac i could run in the previous gear (non savage gear just tome gear) Crafting at 90 I could make HQ lvl 90- crafting outfit n tools in my old 80 gear..

    The basic game it self needs help stop copy and pasting dungeons..the big excitement for the latest dungeon 1 change..the first boss starts out more aoe mobs till the boss pops
    (4)
    Last edited by Siniztor; 09-20-2022 at 02:01 AM.

  2. #2
    Player
    Boffy's Avatar
    Join Date
    Sep 2022
    Posts
    18
    Character
    Beatrice Boff
    World
    Phantom
    Main Class
    Bard Lv 80
    I've only seen ARR dungeons so far, but a friend told me apparently people seem to prefer linearity, so they stopped doing non-linear dungeons?

    Your point stands if they literally follow the same formula down to the number of pulls in each section thoigh, that does seem uninspired.
    (1)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,162
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    We used to have nonlinear dungeons and we spent a lot of time waiting for new people to figure out which way to go, or wasting time killing unnecessary mobs (which now also don't give any rewards at all, making them even more pointless). Not every dungeon is three sets of

    pack-pack-wall
    pack-pack-wall
    midboss

    Some have three packs before or after the first wall, some have five packs with no walls and it's up to you to know whether the "standard" pull is two then three or three then two, or if pulling all five packs is doable safely or if it's a deathwish. The current dungeon formula is fine and is varied enough where it needs to be--namely, where bosses are concerned. They're runnable in a standard amount of time ranging from 15 to 20 minutes without having to stop to tell people where to go or what to do and that makes them good daily task fodder.

    For those who want something different, we have the new special dungeon format coming in 6.25. (Please look forward to it.)
    (7)
    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Dungeon design evolved around the way players in random groups chose to play the earlier dungeons. Players would ignore the side rooms, they would pick a best route, etc.

    Why waste time on adding the additional elements that would end up ignored in the long run?

    We'll be getting the first Variant dungeon in a few weeks. I'm sure SE will be watching to see what players do over time. I'll lay odds that once all the possible combinations have been explored, players in random groups will once again determine a best route and expect everyone to stick to it.
    (4)

  5. #5
    Player
    LifeupOmega's Avatar
    Join Date
    Dec 2021
    Posts
    49
    Character
    Kenna Tahten
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Gotta say, I really do miss WoW's more open dungeon layouts lately. Even if they're not as fantastically large as they used to be, a lot of them in the M+ era still allowed a degree of path choice.
    (1)

  6. #6
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,090
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by LifeupOmega View Post
    Gotta say, I really do miss WoW's more open dungeon layouts lately. Even if they're not as fantastically large as they used to be, a lot of them in the M+ era still allowed a degree of path choice.
    Even then, though, if you were running M+, within a very short time people had already determined the "optimal" route to kill precisely enough mobs to satisfy the requirements, and every run was expected to follow that route. Personally, it's the ambience of the dungeons that I really enjoy. Look at something like the Dead Ends or Smileton and everything going on in the background.

    And as others have mentioned, the "mob" approach to current dungeons is precisely because of how we the players ran them. There is also still some variety in terms of particular pats, 3rd pulls, and so on.
    (2)

  7. #7
    Player
    Kansene's Avatar
    Join Date
    Dec 2021
    Posts
    281
    Character
    Rajeko Thunderbright
    World
    Lich
    Main Class
    Scholar Lv 98
    Quote Originally Posted by Striker44 View Post
    Even then, though, if you were running M+, within a very short time people had already determined the "optimal" route to kill precisely enough mobs to satisfy the requirements, and every run was expected to follow that route.

    And as others have mentioned, the "mob" approach to current dungeons is precisely because of how we the players ran them. There is also still some variety in terms of particular pats, 3rd pulls, and so on.
    M+, unless ran with a group of friends, was always a miserable, miserable experience. Not just the M+ versions of the dungeons, but the "optimal" route mapped by top M+ players would inevitably trickle down to the more "casual" players that do the normal, heroic and M0 versions, and they'd turn into utter tryhards.
    I got a lot of toxicity and vitriol from people for pulling a single pack that technically didn't need to be fought, or for not knowing the entire route inside out BEFORE the dungeon released (thanks PTR).
    I think a curated, linear dungeon can work just fine, but I also think FF might be taking it a bit far, and seem outright afraid of any kind of variety aside from the visuals and boss mechanics. But maybe that's what variant/criterion is here to change.
    (1)