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  1. #1
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    127
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100

    A New Treasure Map Dungeon Experiment

    As we will soon be upon our 5th iteration of Treasure Maps that are likely to remain largely unchanged, I would like to suggest a shift in how RNG is handled in maps that I believe would make them a lot more appealing for all players and offer a breath of fresh air for this content.

    As it stands now, the conceit of gaining access to a treasure map dungeon is that fate can kick you out of the content whenever it decides you don't get to play anymore. Obviously nobody likes getting kicked out cause then you aren't getting your loot, but it also just turns a majority of the map experience into 1) traveling to a new location 2) retainer/mogmail juggling for new maps 3) killing the same two sets of mobs just to get a chance at getting back inside.

    I would like to propose removing the ability to be kicked out of a dungeon once you are inside to maximize the amount of time spent on the thing that's fun: killing mobs, killing a boss, and getting a loot drop.

    To use the current format as an example, instead of RNG deciding you picked the wrong door or landed on an Atomos and kicking you out, I suggest these failure states instead buff the enemies in the dungeon. Conversely, picking the right door or perhaps landing on a favorable space of the wheel grants your party buffs. This creates an environment where your only failure state for the dungeon is whether you can survive each wave, and good or bad luck make it easier or harder to reach the end. The idea is not to change the difficulty, but to give the player the agency to control how long they stay in the dungeon.

    At the same time, the RNG must remain in some capacity to ensure that the whole concept of maps isn't changing. So, instead of balancing the rate of getting something cool on whether the game lets you keep playing, we move all the luck into the reward at the end. To compensate for a much higher clear rate, the dungeon should only contain 1 loot coffer at the end which rewards a random amount of standard rewards: crafting mats, materia, gil, tomes, etc.; and possibly a rare unique item or two.

    There are some other tweaks that would be needed, but I am curious what people think of this concept.


    tldr; Remove RNG removal from Treasure Map Dungeons and replace with random buffs/debuffs. Loot upon completion is balanced accordingly.
    (6)

  2. #2
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,453
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    B-but that would make it based on skill and not for a casual audience!

    ( I'm only half joking tbh, I do think it would shift the target audience significantly )
    (1)

  3. #3
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,069
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    that would take a lot of fun away though. sure getting kicked out can be frustrsting if youre on an unlucky streak, but that makes the times you stay in much more fun.
    (1)

  4. #4
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,456
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    The biggest issue is the variety of enemies. Ophios are the worst of the increasing blandness of maps

    60 maps
    8 possible fights, with different spawn patterns, for each of the first 6 chambers
    4 different bosses

    70 maps
    each chamber got its own spawn pattern, with only 4 possible enemy patterns per chamber instead of 8
    4 different bosses in the dungeon were almost exactly the same
    portals could go to dungeon or roulette

    80 maps
    dungeons went from 7 rooms to 5, only 2 different bosses for final room
    roulette was a reskin of 70 roulette

    90 maps
    split dungeon and roulette into different maps, and reskinned both from 80 maps
    (1)

  5. #5
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    127
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valence View Post
    B-but that would make it based on skill and not for a casual audience!

    ( I'm only half joking tbh, I do think it would shift the target audience significantly )
    The idea isn't to change the difficulty inherently. Even without any buffs/debuffs you're getting the exact same scaling as they are, and now if you're lucky you get to kill things even faster. The idea is just giving you a choice when you're unlucky instead of getting kicked out, you could now choose to deal with harder enemies or just leave and try again in another instance.

    Quote Originally Posted by Asari5 View Post
    that would take a lot of fun away though. sure getting kicked out can be frustrsting if youre on an unlucky streak, but that makes the times you stay in much more fun.
    That being said, a response like shows me a portion of the people who do maps actually enjoy having no choice in the matter; which I don't agree with but I can recognize that something that is more gambling than skill is something that appeals to people.


    Ultimately I think experimenting with a new format for 1 type of map would be pretty harmless and might even open some people up to new ideas for their content.
    (0)

  6. #6
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    make the next one a board game like snakes n ladders roll a dice and land on squares with various different effects and trials
    (0)

  7. #7
    Player
    Vallerie's Avatar
    Join Date
    May 2018
    Location
    Limsa-Lominsa
    Posts
    115
    Character
    Valeria Ymir
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    While I'm not dissatisfied with the current map dungeon format, I wouldn't mind a new experiment with it!

    I would propose something like - you get two or three doors, each with their own assigned curse. You can see what the curse is, it could be something like drastically increased damage taken and/or reduced healing, enemies explode on death, constant raidwide damage pulses, rapid AoEs dropping, that sort of thing. Sometimes you get rooms with double curse but increased rewards (guaranteed multiple mats perhaps? minions? idk), rarely you get a boon room with no enemies, reward, and a buff until the end of the dungeon. Could even have an option for the final boss between Ex level fight and current final boss difficulty.

    Means you can still get screwed over, but in a way that can make the fight more engaging, it's more deterministic, and you still get those exciting silver roulette roll moments.
    It could be a separate map too like Ophio maps are now, or maybe special map from like wondrous tails or something.
    (1)

  8. #8
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,563
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    So basically the original FF7 battle arena in the gold saucer, but instead of random penalties, it’s random enemy enhancements.
    (0)
    Dawntrail has failed to address the problems with Sage's design, and Addersting is still the worst gauge mechanic in all of FFXIV, but it's not too late to improve the state of Sage before 8.0. #FFXIVHEALERSTRIKE
    • Reduce the duration of Eukrasian Dosis's damage over time to 15 seconds. Make the DoTs stackable.
    • Reduce Phlegma's cooldown to 20 seconds and Psyche's cooldown to 30 seconds.
    • Rework how Addersting to be a more fulfilling resource and a part of DPS gameplay.

  9. #9
    Player
    DemiBajamut's Avatar
    Join Date
    Apr 2024
    Location
    Limsa Lominsa
    Posts
    25
    Character
    Mountaindew Bajablast
    World
    Goblin
    Main Class
    Pictomancer Lv 100
    I love this idea, it's so frustrating getting rotten luck. There are days I do treasure maps with friends and a portal never spawns out of 10 maps, and when we finally get portals we get booted out on the 2nd door or 2nd boss. I'd be fine if the difficulty is raised in general (ignoring buffs/debuffs for winning the RNG roll) to account for not being able to get kicked out of dungeons anymore.
    (0)

  10. #10
    Player
    ShadowNyx3's Avatar
    Join Date
    Feb 2015
    Posts
    127
    Character
    Aloh'ir Lazoran
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DemiBajamut View Post
    I love this idea, it's so frustrating getting rotten luck. There are days I do treasure maps with friends and a portal never spawns out of 10 maps, and when we finally get portals we get booted out on the 2nd door or 2nd boss. I'd be fine if the difficulty is raised in general (ignoring buffs/debuffs for winning the RNG roll) to account for not being able to get kicked out of dungeons anymore.
    I feel that, which is a big reason why I'd prefer a format where you get to stay inside once you get a portal. It may still take a few maps to get a portal but at least once we get inside we are going to experience the full amount of content unless we die due to our own mistakes.
    (1)