Clicking to move in some way isn't only in Stigma Dreamscape. It's even in Heavensward at Sohr Khai for example.
Mortal Fist
Would love this SO much. If a key/item can only be used in one place, in a completely linear dungeon, it just feels clunky. But as others have said, SE seems to really love their menus and prompts.
The reason it is there is because players can skip actually opening doors. In Haukke Manor there are a number of Tiny Keys that players can ignore because they know the direct path keys are not the Tiny Keys, but those keys still open cell doors with opponents and treasure chests available.
Why create another separate system to 'open' something when (a) it already works and (b) it has been taught to players for the at least the first 50 levels in-game? The system we have now is actually 'interact with dungeon', which is taught to players from the moment they first enter Sastasha and codified during the Hall of the Novice training.
Last edited by DPZ2; 11-16-2022 at 01:48 AM.
I don't necessarily disagree, but OP's example is literally the worst example to pick.
There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.
Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
Yeah Haukke isn't the best example. You do need two Tiny Keys to progress, one on each level. But you can pick up extras to get the optional doors. So it makes sense to ask if you really want to use the Tiny Key you have, since it may mean you have to go back and pick up another for the mandatory door or cell.I don't necessarily disagree, but OP's example is literally the worst example to pick.
There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.
Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
I don't necessarily disagree with the OP either. If it's a situation where there's only one option, then I could see the suggestion being a nice QoL. They could stand to do it in WP with things like the grease, too.
The actual fix to the problem is to Toto-Rak the rest of ARR dungeons and remove all the interactables entirely.
Need a key to open the first door to continue the dungeon in the beginning. You then have the green key after the first mini-boss to use on the door behind you. The green key only goes in that doorI don't necessarily disagree, but OP's example is literally the worst example to pick.
There's a certain number of tiny keys for a certain number of doors and its very possible that parties don't get them all. Therefore is only logical and good design that the player has the option of backing out of opening a door.
Not saying that every single door or lever needs this confirmation window, just wanted to point out that there are situations were is warranted.
Last edited by AngelCheese77; 11-17-2022 at 02:46 AM.
I just want it to default select Yes With a controller so I don't have to select it before mashing the button again.
Currently the default selection is No.
Yes. But when I explained why it likely isn't possible he gave me a ridiculous response. Something like 'hmm must be the wind'.OP actually did what I criticize so many others for not doing. Instead of just complaining, or making a suggestion that involves heavy resources then bailing out of the thread; they mentioned the issue, why it is one, provided a suggestion, and asked for feedback. Totally did everything right. Well, almost.
Unfortunately, it's bit verbose, with the most important clause being mentioned last instead of first:
"Please change it so that when anyone in a dungeon has the needed key or item for a door or device, it uses it instantly, and removes the pop-up that appears. It is an unnecessary step, as there is always the required amount of keys in a dungeon to open all doors, and you will always find the item needed to use a device. I am uncertain if this is in regards to just ARR dungeons, but they've done some revamps of some, so why not add this?"
Thank you!
This alone opens and closes quite nicely. Don't need any of the other stuff.
He is so adamant that this must be done he ignoring or belittling comments that suggest why it may not be as easy as he thinks.
Yes, it's annoying to have to confirm that you really do want to progress through a dungeon when the only alternative would be to stand in front of the door until you get booted out. Obviously you want to progress. It would be a small QoL change that I'd welcome, personally.
As to Haauke Manor, they could change the tiny keys needed for progression to 'Large keys' or something so that it's clear what's optional to pick up and what is not. I can't think of anywhere else where the key/lever etc could be used to open optional areas as well.
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