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Thread: Dungeon Changes

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  1. #1
    Player
    Sirren's Avatar
    Join Date
    Dec 2013
    Posts
    31
    Character
    Faith Stormstrike
    World
    Balmung
    Main Class
    Conjurer Lv 90

    Dungeon Changes

    All dungeons now just seem the same. Tanks pull 2 groups to be AoE down boss then rinse and repeat. ARR dungeons seemed so much better and more difficult. Please change the way all dungeons are exactly the same.
    (7)

  2. #2
    Player
    Ath192's Avatar
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    Jul 2019
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    1,801
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Sirren View Post
    All dungeons now just seem the same. Tanks pull 2 groups to be AoE down boss then rinse and repeat. ARR dungeons seemed so much better and more difficult. Please change the way all dungeons are exactly the same.
    You just noticed? wow. But I agree. It's been a long standing complaint here.
    (2)

  3. #3
    Player
    Sirren's Avatar
    Join Date
    Dec 2013
    Posts
    31
    Character
    Faith Stormstrike
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I don't know if Yoshi P reads the forums or not but something needs to change.
    (1)

  4. #4
    Player
    ryouma17's Avatar
    Join Date
    Aug 2012
    Posts
    910
    Character
    Haven Belle
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Sirren View Post
    I don't know if Yoshi P reads the forums or not
    he does but only the japanese forums not the english forum
    (1)

  5. #5
    Player
    Halivel's Avatar
    Join Date
    Sep 2015
    Location
    Golmore
    Posts
    1,590
    Character
    Elja Djt-dvre
    World
    Sagittarius
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ryouma17 View Post
    he does but only the japanese forums not the english forum
    They do check on English forums from time to time, but they stated times and times again that people have better chances on getting their proposals translated and delivered if they create one big thread with a lot of likes and constructive comments instead of creating 10823904 small ones with little to none interactions. Having major active threads proved to be very much effective with some things (like Viera and Hrothgar big threads, although we're yet to see changes on some things if ever; the fact we're getting some older items gender unlocked was also the result of having a couple of big threads asking for it).

    People seem, however, to keep being stubborn on creating new threads instead of using the existing ones to the point of complaining on "necroposting" (when technically that would the exact right thing to do - to find an existing thread covering your topic and post there instead of making a new one that will drown among others like many other 1-2 post threads).
    (0)
    Last edited by Halivel; 11-01-2023 at 09:47 PM.

  6. #6
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I don't see what's wrong with them. The boss fights are different. I do like for them to put some interrupt casts on them though so that tanks have something to improve on with trash.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  7. #7
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    730
    Character
    Boulder Colorado
    World
    Cactuar
    Main Class
    Sage Lv 98
    They want to avoid drama. If they put branching paths, people might fight over which path to take. If they put side paths, people might fight over wasting time going there. If they allow more trash to be pulled, people might fight over small pulls vs big pulls.
    (0)

  8. #8
    Player
    Thurmnmurmn's Avatar
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    Aug 2021
    Posts
    882
    Character
    Bunbun Thurm
    World
    Lamia
    Main Class
    Red Mage Lv 100
    They changed to this type of format because people complained about non optimal dungeons.
    The only reason ARR dungeons look appealing now is because most people are bored of the current version. No one really wants another aurum vale.
    (3)

  9. #9
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    552
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Thurmnmurmn View Post
    They changed to this type of format because people complained about non optimal dungeons.
    The only reason ARR dungeons look appealing now is because most people are bored of the current version. No one really wants another aurum vale.
    I do.

    I want dungeon where I have to be a tank. Not a punching ball with a magic button which keep mobs focus on you and... That's it. Let me LOS, do intelligent pull, work on the mobs location so the melee can do their positionnal correctly.

    I want dungeon where I have to stress heal because said pull didn't go right.

    And I want dungeon where, as a dps, I have to kill something ASAP or it will be a disaster (and give us more utility buttons, please).

    A lot of "I, ME, PERSONALLY". I know. But please don't use the "You don't know what you really want" argument.
    (8)

  10. #10
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Aurum Vale is about the least offensive example of a "different" dungeon design as you could possibly get, though. Past the very first room, it's basically any other standard dungeon. Hell, the first room is basically just the formulaic corridor with a good handful more optional mobs condensed into one room, and the ones you do end up fighting out of necessity equate to fewer total than what the modern dungeon's corridors contain. The main reason people abhor it is because that first room can be a death trap for newbies.

    People don't hate dungeon design, they hate having to account for other players. It's like having to deal with traffic on the road; someone is so conditioned to just find it frustrating, even in a case where it isn't. Even the idea of players having differing goals in a dungeon sends people into "Well everyone will hate it! Nobody wants it!" chant, even if all people want is a breakaway from the [mob pack > wall > mob pack > boss > repeat x2] design that has become so frustratingly formulaic.
    (3)

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