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  1. #1
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52

    Please don’t rework old content willy nilly

    Now that I’ve had some time to live with the modernised dungeons I think my opinion has cemented itself as broadly negative. The variety of mechanics, even if they kind of sucked on an individual basis, is a part of what made the pre-shadowbringers feel so broad and alive. I mean you can’t even stun or slow half the reworked ones anymore, it’s just sad. I’ve only entered a single reworked dungeon and had any feeling other than apathy, and that’s arf because people initially sucked at the timing on Asian prime. I never expected to be excited, but the feeling of “oh it’s this guy where you do x” or “oh yeah that’s how this one works” is completely lost.

    Imagine if electric dog lizard, the second boss of halatali gets reworked. Do you really think it’s going to keep the terrain effect? The kiting and stun for an extra bit of damage? Do you even think the pull chain interaction between bosses will survive? My dumb squadron is more than competent and more than capable of doing it in its current state; the squadron being ffxi style trusts seem vastly more suited to purpose here than ffxiv’s coded to each encounter.

    By all means add eg spthssthi as an alternate 21 dungeon starting in east la noscea using jellyfish and fishman as the enemy types and early sastasha tileset, with the process it can’t be that much more work than unpicking decade old rush job code.

    Maybe the writing was on the wall with that 10 year anniversary that overlooked the fact 1.0 launched in 2010.
    (39)

  2. #2
    Player
    Destati's Avatar
    Join Date
    Jul 2017
    Posts
    738
    Character
    Aoki Kha
    World
    Balmung
    Main Class
    Reaper Lv 100
    Yeah I don't really agree with them going back to rework the non-MSQ dungeons now. There's a certain charm to those old mechanics that I will sorely miss because they're going to gut the ever loving crap out of them. I'm not sure who's working on what but I feel those resources can be allocated elsewhere that's more worthwhile.
    (25)

  3. #3
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    978
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Agreed. Optional dungeons should not be reworked to fit trusts if it means removing unique elements from them. We only get two optional dungeons per expansion since ShB.
    (23)

  4. #4
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    they should focus that work on current expension you know the one people have paid for instead of the older one that have way much more to do then DT
    (14)

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,317
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by fulminating View Post
    Now that I’ve had some time to live with the modernised dungeons I think my opinion has cemented itself as broadly negative. The variety of mechanics, even if they kind of sucked on an individual basis, is a part of what made the pre-shadowbringers feel so broad and alive. I mean you can’t even stun or slow half the reworked ones anymore, it’s just sad. I’ve only entered a single reworked dungeon and had any feeling other than apathy, and that’s arf because people initially sucked at the timing on Asian prime. I never expected to be excited, but the feeling of “oh it’s this guy where you do x” or “oh yeah that’s how this one works” is completely lost.

    Imagine if electric dog lizard, the second boss of halatali gets reworked. Do you really think it’s going to keep the terrain effect? The kiting and stun for an extra bit of damage? Do you even think the pull chain interaction between bosses will survive? My dumb squadron is more than competent and more than capable of doing it in its current state; the squadron being ffxi style trusts seem vastly more suited to purpose here than ffxiv’s coded to each encounter.

    By all means add eg spthssthi as an alternate 21 dungeon starting in east la noscea using jellyfish and fishman as the enemy types and early sastasha tileset, with the process it can’t be that much more work than unpicking decade old rush job code.

    Maybe the writing was on the wall with that 10 year anniversary that overlooked the fact 1.0 launched in 2010.
    Yes they turned everything into the same regurgitated standardized, formulaic mechanics we see in modern expansions. I understand why they did it because their whole battle system and pve model doesn't fit anymore and they want new players to get used to it and have a coherent progression curve, but it's really depressing.
    (15)

  6. #6
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    492
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Trust system is ruining how we currently have dungeon design that is simplified so trust system can understand them..

    It is really worst move toward making MMO game available for people who hate MMOs .

    Yoshi P have to understand this.. people who hates MMOs will hate MMOs.. you can't change that even if you did they will not stick around.. they don't like it they hate it so why we advertise and redesign the game toward these people?

    I don't know who are the people that push this dumb idea to the management but they surely don't understand their playerbase and they business
    (26)

  7. #7
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,086
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by BabyYoda View Post
    Trust system is ruining how we currently have dungeon design that is simplified so trust system can understand them..
    They're also clearly impacting the MSQ. It was pretty obvious in Dawntrail that the Scions were only showing up so they could join us in a dungeon, then immediately left. Multiple times.

    There are definitely some dungeons that could use a bit of a touchup, but I'd prefer they don't get completely butchered and lose all their flavor, which unfortunately seems to be the direction things are going. That and it's just a baffling choice to use resources, to be honest. Why do this instead of focusing on pushing out field content sooner? It's almost as out of left field as voiced mahjong. Who asked for this?
    (8)

  8. #8
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,315
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by fulminating View Post
    The variety of mechanics, even if they kind of sucked on an individual basis, is a part of what made the pre-shadowbringers feel so broad and alive.
    I agree that the variety of mechanics was good, like how unique Copper Bell mines was.

    Nevertheless, it didn't fit with the current design of the game or Duty Support tbh, and to new players, while slightly cool, was also giving them a false impression of the rest of the game and it looked sorta buggy (I mean, ARR was sorta buggy since it was throwing mud at the wall to see what sticks).
    I mean you can’t even stun or slow half the reworked ones anymore
    It's largely because modern mechanics involve the whole arena and stunning it would mess with the "timeline" of these effects and break everything, while older bosses it was just the boss doing attacks within the arena, so pausing its timeline wasn't so much of an issue, at least from what I can tell. I would just imagine stunning any modern boss would completely break everything. Like, imagine stunning Hephaistos while it's casting High Concept!
    people initially sucked at the timing on Asian prime.
    I still get it in-progress. It's one of the most frequently abandoned or wiped-to dungeons in the game currently. One of the last times I joined in-progress, they were so happy that I came in with sufficient DPS to beat the DPS check or something like that.
    I never expected to be excited, but the feeling of “oh it’s this guy where you do x” or “oh yeah that’s how this one works” is completely lost.
    While I feel this concern, to be fair, there are plenty of dungeons they barely touched that I was previously worried about. The bosses before Ascian Prime are technically not different, just a little better telegraphed.

    Sohm Al is mostly the same except the second boss and a slight attack difference in the last boss, and much-needed telegraph changes in the first fight (ie. actual stack marker for the stack).

    Gubal Library is barely different, all but end of Sohr Khai is the same, Xelphatol is slightly different but not much, Baelsar's Wall is the same, Sirensong is the same, Bardam's is barely different, only change I noticed in Doma Castle is the last boss re-centering so I can't use a positioning trick, Castrum Abania changed second boss because most people (especially sprouts) didn't get it to be fair, Ala Mhigo is the same I think?, Skalla is the same (except mounting to cross gaps), The Burn is barely different, Ghimlyt is the same, rest had NPCs since start but had TB markers added retroactively.

    So it seems like ARR dungeons are the ones more at threat because their designs were significantly different to how they are now. If we're being real, these dungeons will get major reworks:
    • Halitali
    • Wanderer's Palace
    • Pharos Sirius second boss
    • Copperbell Mines HM (imagine NPCs fighting along that wood platform? *crickets*)
    • Stone Vigil HM (especially second boss)
    • Sastasha HM second boss
    • Haukke Manor HM (because last boss is so bugged due to modern DPS)
    • Tam-Tara HM first boss?
    • Amdapor Keep (to add walls)
    • Amdapor Keep HM (last boss)
    The rest will of the side dungeons will at least get major "polish". So they might be the same but just more tidy (as in better pacing) and significantly better telegraphs.
    (4)
    Last edited by Jeeqbit; 10-12-2024 at 07:00 PM.

  9. 10-12-2024 10:15 PM

  10. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,315
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Aidorouge View Post
    You don't have to imagine it, Squadrons can do Copperbell Mines (Hard) and it's one of the harder ones to reliably clear because you personally have to handle every single mechanic with all three bosses while directing your squad to deal with threats that pop up in each fight.
    Well what I meant was Duty Support doing it. The difference is that your squadron doesn't seem programmed to do mechanics. They just follow you around with mitigation so that mechanics don't kill them too easily. If the goal was to have NPCs actually acknowledge mechanics and try to do them, although they could drag the boss away from the flame, I also can just see SE turning it into a round circle arena like they always do. I don't know why, I just feel like that's SE's logic given Copperbell normal.
    (2)

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