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  1. #17
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,253
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Dante131 View Post
    so whats the point ?
    The point is to state that SE intentionally makes it like DLC games where it's content, you do it, then it's done. That isn't particularly defending it; it's just stating it.
    its seems you just read want you want too read man.
    So does everyone. That's why echo chambers exist. I'm a bit of an odd one because I expose myself to this relative echo chamber of negativity despite my positive outlook on things.
    I know you will defend everything they do but cmon.
    I only defend against impoliteness/rudeness (ie. calling hard-working developers "lazy") and misinformation ie. game is dying when statistics don't agree etc. If the suggestion is well put together and considered then I usually just upvote it if it's something reasonable, or engage with it.
    you say the game respects the time of its players ? Where? yes you can teleport whenever you want thats it.
    That isn't it. I already provided plenty of examples and there are many more you can find if you search the internet, since lots of content creators have covered how it respects your time. I didn't mean it was perfect or that there aren't things that waste time, just that MMOs of old wasted far more of it. Now you could say that's a good thing because it's stuff to do, but if it's destroying a person's life and ability to look after themselves due to the time consumption, it's not so good.
    Dungeons are the same every time, raids without trash mobs are just giant bosses with repeating mechanics
    I'm not saying dungeons can't be better. It would be great if they were better! For example, I believe at the bare minimum you should have to use Reprisal or wipe to raid-wides and that you should have to mit tank busters or get killed. If they had random mechanics, that would probably be great too.

    But, if I look at this objectively, SE has been attempting a different type of dungeon to address this: variant and criterion. Variant is meant to address the feedback of dungeons being the same route always, while criterion is meant to address the feedback of them not being challenging enough.

    Now obviously there have been issues with variant and criterion. Variant doesn't end up being in a roulette that people are doing to cap tomestones making these efforts irrelevant, and criterion is regarded as being more like savage as opposed to a "more engaging casual dungeon". But they have technically been trying to address some of the feedback regarding dungeons via this so you could argue it's a start.

    I think their hesitation to make MSQ dungeons that challenging is all the story-only players. It's just true that there are a lot of people that come and do the story then quit for 2 years. Hardcore players might not like this but it's just kinda true, and they need to be able to progress the story. That said, I do wish for them to feel that the bosses were challenging or made them sweat a bit, which has often not been the case for trials (especially old ones where our item level wrecks it and raid-wides do 2% damage).
    People do complain about dungeon design for so long now... 2 pulls w2w nothing happens is boring even if its fast.
    They could do them different I suppose, like making us ride mounts similar to Praetorium to chase someone, free prisoners like in Wanderer's Palace HM, fall from the sky like in Byakko, use the G-Warrior, or randomizing mechanics. Do I particularly need this from dungeons? No, but I'm not opposed to it.

    I think the main issue with dungeons really is just that Expert roulette lost the variety it once had, which was already limited as it was, due to the discontinuation of sidequest dungeons and longer patch cycles, so you become such an "expert" at the latest dungeons that it makes you physically sick to do them and it begins to feel like torture capping tomestones that way.

    The other issue is with old content and how poorly it syncs so that the mechanics don't even matter, removing the need to think.
    For the next point people want spending time in the game that was my whole point ... its like thread number 12 i read where people begging for more stuff cause they want too play the game...
    Only thread number 12? People been complaining about that for the whole game's life. I remember seeing people wanting more in Heavensward even, which is often made out to be some perfect time in the game's history but really a lot of the standards were set then that remain true today. What saved Heavensward from this was probably just the fact a lot of people hadn't done very basic stuff in the game yet (like leveling all jobs), whereas long-time veterans have got around to that over the course of 11 years, especially after that Amaro mount came out.
    RP, social content with your FC/CWLS is community driven content ...
    Making social, community-driven content possible in an MMORPG is kinda valid though, and often been a big part of MMORPGs that have developed features to support it.
    mount collecting negates your respect players time argument...
    Well yes? But the point is that mount collecting is optional, yet provides a motivation to spend more time playing if you want a reason to spend more time playing.
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    Last edited by Jeeqbit; 10-22-2024 at 05:42 AM.