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  1. #1
    Player
    lolnotacat's Avatar
    Join Date
    Apr 2021
    Posts
    558
    Character
    K'ayla Rhiki
    World
    Exodus
    Main Class
    Scholar Lv 90

    A case for 2 dungeons per patch cycle...

    One thing that has become a pretty common complaint is the 1 dungeon per patch cycle we've been dealing with for years now. It's really stagnated the game in terms of midcore content, especially considering how all dungeons are linear smash-fests with the same enemies and overall design with different veneer and bosses with the same mechanics, just slightly shuffled.

    The boring, copypasted design of dungeons has even become worse with the introduction of duty support. Because of the limited ability of the NPC AIs, the mechanics have to be dumbed down as possible.

    Suggestion:
    I would love to see the return of hard mode dungeons to go along with the story dungeons we currently have. These dungeons could be a fair bit different from the story dungeons.

    1. More difficult. This creates an expectation of something players would have to work through, with the expectation of the occasional death or wipe.
    2. No Duty Support. This would allow for novel mechanics which are things the AI can't handle.
    3. A testbed. Because this is designed with novel mechanics in mind, these dungeons can be used to find out what works and doesn't and can be applied to future content.
    4. Testbeds mean that not only dungeon bosses and mechanics can be different, but layouts, mobs, puzzles, etc... The sky is the limit. One dungeon can entirely be a gauntlet of endless mobs that require CC. Another can be an updated variant system. A third could be a large heal check like Dreamwalker in Icecrown Citadel.
    5. Increased rewards. Even if the drops are just loot we get from current dungeons, with increased drop rates to correspond with the difficulty, people would likely be happy to run them if they were fun/interesting. Even if they aren't, it's not a big deal if they're looked at as a testbed and a learning opportunity.
    5. 100% Optional. The final piece is making these dungeons completely optional so less skilled players' progress isn't gated by them. Unlocking them could be done by a simple sidequest and they could be added as an additional option to duty roulette, so players can find groups.

    I know it will never happen, but I can dream.
    (18)

  2. #2
    Player
    TheGrimace's Avatar
    Join Date
    Sep 2012
    Location
    Hildibrand's Pocket
    Posts
    1,267
    Character
    Knives Jonquil
    World
    Excalibur
    Main Class
    Rogue Lv 100
    This is all I have wanted for years.
    (4)

  3. #3
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,180
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    that sounds as if it could be midcore content.

    i like it. pls make it happen
    (5)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,244
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    The good news is they are making 3 variant dungeons:

    1. More difficult (at least solo I've found the last bosses give me more of a challenge than regular dungeons ever have, not saying they are difficult generally).
    2. No duty support.
    3. Not sure if variants are actually a testbed, but they have put new mechanic ideas in them I feel like.
    4. Layouts and puzzles are often different in variant dungeons, so they are a testbed in that sense!
    5. They are optional, unlocked via a sidequest!

    The problem with variants, really, is there is not a roulette for them and they are hidden away in this menu where nobody is going to check once they cleared all 12 paths. And despite all these things, are they really that fun? Tbh no, and that's probably in part because of how thoroughly boring the trash is and waiting for the NPC to talk and press things.
    (2)

  5. #5
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    The trust AI makes me miss my squadron, they are making some of the dungeons simpler- which is bad, and when they do well I just think "yes they're smarter, but they're still slower than my squadron". I'd prefer the ability to grow them, and brute force content with value, than just be able to do it while snoozing.

    Quote Originally Posted by Jeeqbit View Post
    The good news is they are making 3 variant dungeons:

    1. More difficult (at least solo I've found the last bosses give me more of a challenge than regular dungeons ever have, not saying they are difficult generally).
    2. No duty support.
    3. Not sure if variants are actually a testbed, but they have put new mechanic ideas in them I feel like.
    4. Layouts and puzzles are often different in variant dungeons, so they are a testbed in that sense!
    5. They are optional, unlocked via a sidequest!

    The problem with variants, really, is there is not a roulette for them and they are hidden away in this menu where nobody is going to check once they cleared all 12 paths. And despite all these things, are they really that fun? Tbh no, and that's probably in part because of how thoroughly boring the trash is and waiting for the NPC to talk and press things.
    imo our variants are close to Delves, I think FFXIV should check that out a bit more. I can see a specific dungeon having a gimmick of morphing, but to have them all divergent... eh... also that they have had issues keeping alive before, so instead make a bunch of more bite sized contents, and improve the dynamic sync ability. With like a progression system that you can do slowly yourself or accelerate with a team (akin to delves).
    (0)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,947
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    The good news is they are making 3 variant dungeons:

    1. More difficult (at least solo I've found the last bosses give me more of a challenge than regular dungeons ever have, not saying they are difficult generally).
    2. No duty support.
    3. Not sure if variants are actually a testbed, but they have put new mechanic ideas in them I feel like.
    4. Layouts and puzzles are often different in variant dungeons, so they are a testbed in that sense!
    5. They are optional, unlocked via a sidequest!

    The problem with variants, really, is there is not a roulette for them and they are hidden away in this menu where nobody is going to check once they cleared all 12 paths. And despite all these things, are they really that fun? Tbh no, and that's probably in part because of how thoroughly boring the trash is and waiting for the NPC to talk and press things.
    Solo variants are a bit harder because you're on your own to heal yourself, protect yourself, and do damage and mechanics. If you die, you restart. In groups though? They're hardly different from what we're getting now in normal dungeons. If anything, you have broken duty actions to help you, and not in normal dungeons... And that's only talking about bosses.
    (0)

  7. #7
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    At the very least they should make two dungeons with X.1 so we can phase out the first 3 cap level dungeons and start with an new ex roulette...
    (2)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,363
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kuroka View Post
    At the very least they should make two dungeons with X.1 so we can phase out the first 3 cap level dungeons and start with an new ex roulette...
    They need to delete the 100 roulette and make all capped dungeons in the expert roulette not encourage the two dungeon expert roulette

    The fact you get more capped tomestones from spamming an expert dungeon than you get from doing the 100 roulette just shows the 100 roulette is redundant
    (8)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #9
    Player
    honest_psycho's Avatar
    Join Date
    Aug 2021
    Posts
    120
    Character
    Dezka Sanrias
    World
    Shiva
    Main Class
    Ninja Lv 100
    Quote Originally Posted by lolnotacat View Post
    One thing that has become a pretty common complaint is the 1 dungeon per patch cycle we've been dealing with for years now. It's really stagnated the game in terms of midcore content, especially considering how all dungeons are linear smash-fests with the same enemies and overall design with different veneer and bosses with the same mechanics, just slightly shuffled.

    The boring, copypasted design of dungeons has even become worse with the introduction of duty support. Because of the limited ability of the NPC AIs, the mechanics have to be dumbed down as possible.

    Suggestion:
    I would love to see the return of hard mode dungeons to go along with the story dungeons we currently have. These dungeons could be a fair bit different from the story dungeons.

    1. More difficult. This creates an expectation of something players would have to work through, with the expectation of the occasional death or wipe.
    2. No Duty Support. This would allow for novel mechanics which are things the AI can't handle.
    3. A testbed. Because this is designed with novel mechanics in mind, these dungeons can be used to find out what works and doesn't and can be applied to future content.
    4. Testbeds mean that not only dungeon bosses and mechanics can be different, but layouts, mobs, puzzles, etc... The sky is the limit. One dungeon can entirely be a gauntlet of endless mobs that require CC. Another can be an updated variant system. A third could be a large heal check like Dreamwalker in Icecrown Citadel.
    5. Increased rewards. Even if the drops are just loot we get from current dungeons, with increased drop rates to correspond with the difficulty, people would likely be happy to run them if they were fun/interesting. Even if they aren't, it's not a big deal if they're looked at as a testbed and a learning opportunity.
    5. 100% Optional. The final piece is making these dungeons completely optional so less skilled players' progress isn't gated by them. Unlocking them could be done by a simple sidequest and they could be added as an additional option to duty roulette, so players can find groups.

    I know it will never happen, but I can dream.
    You can thank the managment of Square for putting money in Forspoken/FF7R/FF16 instead of feeding their (currently) only profitable product.

    Imagine how the game would look like if those millions were spent on improving FF14.
    (2)
    WUK LAMAT DELENDA EST

  10. #10
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    812
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    While I'd love to get more optional dungeons per expansion (let's say, 2 more overall), the developers probably think that Variant Dungeons already fulfill this role...

    But yes, more optional dungeons continuing the trend of the level cap ones from DT would be nice.
    (1)

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