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  1. #1
    Player
    BabyYoda's Avatar
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    Aug 2024
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    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Dungeon improvements & suggestions

    FFXIV dungeon experience has been the same since ecisting really and it feels less fun if I re-clear it, I feel like this formula has to change or it will be like this forever.

    I would like to discuss what do think FFXIV dungeon could improve to make it better?

    For me when I am thinking of a dungeon in its definition there is 3 feelings comes to my mind: Wonder, Fear, Treasure, but how to implement these emotions in-game?

    Wonder: adding 2 type of variances in each dungeons: random, players choice, this will change dungeon experience each time.

    Fear: adding rouge-lite/rouge-like experience so death means something.

    Treasure: a reward that is different based on team performance + choices that has been taking.


    What do think?
    (2)

  2. #2
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    I think that I got Matoyas cave on a roulette today, after taking me over 6 months to barely getting my second job from 90 to 100 since DT release because the game is so stale. And all I felt was an urge to tear my eyeballs out of boredom. The healer somehow found a way to get himself killed. Probably fell asleep. And despite that and taking like a million vulns from not bothering to get any mechanic right I still managed to keep the rest of the party alive and clear it.

    I did walk out with a sense of embarrassment because for the life of me I could never bring myself to care about doing anything other than hitting the boss so I could get the hell out of there.
    (1)

  3. #3
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    There was a time back in ARR when dungeons could be scary.
    People had to utilize strats like [Sleep] and other crowd control spells to "reduce" the amount of "active" enemies you were fighting since you could be overrun and die.
    Pulling more packs of mobs than 2 often spelled certain death.
    Heck, if your group wasn't experienced even 2 packs of mobs could spell disaster.
    Edit:
    Dungeons also had a couple of "wandering packs", meaning that enemies walked in (set) paths back and forth.
    So if you weren't careful you could get ambushed while already fighting another pack, which often lead to a group wipe.

    I miss those days honestly.
    But I also understand that in the modern era of MMO's people don't want to spend longer than needed in dungeons (and other duties).
    But it did make the game feel more engaging and rewarding when you beat the content with others, imo.

    There were dungeons that had diverging paths as well.
    But they were simplified into a single pathway since people only used the most optimized paths anyways.
    (8)
    Last edited by Evergrey; 01-15-2025 at 03:51 PM.

  4. #4
    Player
    Ath192's Avatar
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    Jul 2019
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    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Evergrey View Post
    I miss those days honestly.
    But I also understand that in the modern era of MMO's people don't want to spend longer than needed in dungeons (and other duties).
    This a paradox that highlights how illogical people are. They don't want engaging content but if it's not there it's not a game worth playing. This is why you need people with a high degree of common sense to flat out ignore bad feedback and produce something fun. Knowing which complaints are valid should be a core part of a game designer.
    (10)
    Below we have a transcription of what Naoki Yoshi-P Yoshida said at PAX:
    - "For some players, like me, I kind of get sleepy because it's so repetitive."

  5. #5
    Player
    mallleable's Avatar
    Join Date
    May 2021
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    1,202
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    While dungeon bosses have been good, the trash is still trash. They need to change up their formula for the trash between bosses, because just bulldozing through random groups of enemies no matter how big the group is is getting stale. They've made some interesting trash pulls in like alliance raids, and variant, and criterion dungeons, so I would like to see some of those design philosophies carry over to regular dungeons. I think forcing players to change up their tactics a will lead to more memorable dungeons, but not like how Origenics was handled.

    Another thing that will make dungeons better is dyable gear. Just please stop with the undyable dungeon gear.
    (4)

  6. #6
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I'll bite !


    Curious by what you mean by rogue like features? Can you provide an example?


    Treasure-> if it can work as the participation collapses, sure (like it doesn't require 4 gods or you can never get a mount, cause it's a pure nude run or something lol).


    --My thoughts on your three items:

    Wonder: I think all content needs greater variance, starting with some mechanics... where possible.. taken off strict cadence (this is not going to always be possible without destroying the fight, don't do it then). Modify the trash pack make-ups and patrol patterns occasionally, including different mini-boss gimmicks (not complicated boss fights, but like one might draw in and toss, while another does high sustaining aoe damage that enhances each successful interruptible cast completed that cast faster and faster, etc). Add freak events that are even rarer and offer an extra drop treasure at the end of the dungeon. For example in the goblin dungeon there is a chance a group of goblins air drop while you're in combat, even during the boss fight (if you're not below 75% health). Those poisonous like theme'd zones may occasionally have thick miasma, which reduces healing received after taking avoidable damage (and can be lessened by jumping ). Make some of these path changing, like you enter the cave to see gunpowder trails- you notice and or already know that in some rooms that the slimes die in fire... Hmm. Leads to a mini-boss with the chance to either drop double boss chest (kill the final boss get double treasure), a unique chest with guaranteed minion / card / music (each person, game will bias to something you DON'T have), or add 25% bonus to the rewards of the run.

    Totorak may have an eerie sound where those scorpion spiders start to spawn at the entrance and run to the players, increasing as the dungeon persists.. each boss increasing the rate further... to the point there are like 10-20 coming in endless waves (easy-ish to kill but their damage is not nothing). This may even include minor variations of boss mechanics (don't spend forever to make, but like the patterns can vary or they gain a new spell that functions differently), for example the gobbue that sucks you in may suck in an additional player or at lower health start to devour the hp (regenerate self hp) of the eaten player and RUN from the other surviving players. These new mechanics are not guaranteed, they just change things up (they also throw baby wrenches into addons, and maybe gives content creators more to talk about lol).

    Add more potential events in later patches especially, like you can release as is, and every so often the dungeon gains newer potential tweaks. Yes, stop at a certain point lol, but at least a handful.

    Fear: ...in short words (explained longer else where), reduce the power creep of gear by going horizontal-lite. If we go deeper, make savage tier gear in the same level of horizontal as the other gear with the pro being more damage BUT less defense (so mistakes are punished more, but your runs are theoretically shorter potentially and damage is a king value). This means dungeon / that kind of easier to obtain gear would tend to have more survive-ability (in that horizontal tier).

    Return management choices. Like CC, or like "if I don't do this optional objective the boss will have two side cannons the whole fight and they hit like TANKS". Give TRASH skills that you memorize cause they'll ruin your day, and make you think twice about wall to wall pulls (and require more than just the tank to interrupt). The above sudden events and variations can add to this.

    Treasure: Just add a glamour log... lol. I mean I know it's 'just' (not easy), but that would add huge incentive. Add minor variations to important content that is starting to dry up (internal metrics), don't do the dye thing WoW does but for example their top tier PvP / Mythic tends to have some extra minor features. Here you might think "oh cool a plant theme'd armor" and the variation added later has little flapping butterflies on blossomed flowers. Let players extract effects at the cost of X gear, for that glamour log. So you can apply fire to another sword, etc.
    (2)
    Last edited by Shougun; 01-15-2025 at 04:12 PM.

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
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    7,266
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    In one of the variant dungeons, there is a random chance for something different to happen. Yet I don't find that I care enough about the change. I think it would help to randomize the order of casts, but dungeon bosses don't typically have a lot of casts to begin with or they are in that order for a reason, so I'm not sure it would help shake it up much.

    Player choice - well, variant dungeons showed what that would look like. Do you want to go left... or right? The regular dungeons that tried it like Sastasha, nobody explores all the different routes there (I only remember one tank doing it ever).

    The best implementaton of content that induces fear of regular enemies in this game is Deep Dungeons and Field Operations, both of which left bodies everywhere when the wrong mob saw them. But this was primarily due to the fact neither of them necesarily had a tank. Although there were times in those two content types where the tank had to be "good" (tanking dragons, enemies with interrupts or mobs higher than the cap), having a tank still kinda makes it trivial for everyone else. You can say that about a lot of the game actually. If we just removed tanks it'd introduce all sorts of chaos and strategy.

    Nevertheless, they did try "fear of enemies" with Criterion dungeons. In the first one, there are enemies that have all sorts of cleaves to be careful of, which make you want choose your priority carefully depending on which are giving you a hard time. Some of them also have interrupts. It was a while ago, but I recall there was also a section that involved sneaking around to carefully take out one enemy at a time, because if you got caught, it didn't go so well. It was a bit like Metal Gear Solid.

    I can't imagine rewards mattering much. If there were any rewards people wanted, they'd do what they need to in order to farm them all in 1 day, then go to the forums and say "there are no rewards!"

    Variants are a good example of choice rewards not mattering, since if you make all the different possible choices, you get different routes. Once you've got them all, it's done, and you go to the forums and say "there is no reason left to do this content!"

    I think they could try to push Variants into an expert roulette of their own that gives as many tomestones as expert roulette. But the same problem needs to be solved with it as expert roulette: getting the same dungeon for 8 months or more is enough to cause physical nausea and it needs more variety in the actual amount of dungeons in it to be able to last that span of time.
    (2)
    Last edited by Jeeqbit; 01-15-2025 at 03:51 PM.

  8. #8
    Player
    Ath192's Avatar
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    Jul 2019
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    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    I think they could try to push Variants into an expert roulette of their own that gives as many tomestones as expert roulette. But the same problem needs to be solved with it as expert roulette: getting the same dungeon for 8 months or more is enough to cause physical nausea and it needs more variety in the actual amount of dungeons in it to be able to last that span of time.
    Thats why I'm a proponent of making every dungeon a variant dungeon with a randomly chosen forced path at the beginning. Say you're dungeon design now includes 25 mechanics per boss, 5-10 variable paths and set of 10-15 different trash mobs each with a unique special ability.

    At the time the dungeon finder pops, the dungeons goes RNG and "locks" into a random path, with random mobs and the bosses have a random set of their mechanic list. The dungeon will never feel the same thus keeping it fresh. It just has to be designed broadly enough that it always makes sense in the context of the MSQ.
    (5)
    Below we have a transcription of what Naoki Yoshi-P Yoshida said at PAX:
    - "For some players, like me, I kind of get sleepy because it's so repetitive."

  9. #9
    Player
    IceEyes's Avatar
    Join Date
    Dec 2024
    Posts
    40
    Character
    Shani Shy
    World
    Alpha
    Main Class
    Warrior Lv 100
    One word, why any other system will not work in this game.

    "Roulette".

    U can`t make long, deep and hard dungeons because u anyway need a lot of stuff to do any day.
    Players asked for simplifications because visiting them every day was becoming a routine.

    The simplification and standardization of dungeons also led to the simplification and standardization of professions.
    This suits the developer and the player. One likes to run around the most boring arenas, the other finds it easiest to create such battles.

    I miss the days when I could visit a dungeon for a partial clear, for a different clear rating and then get a different reward, for crafting resources farm. With a deeper role-playing system, where things like ninja "hide" or magic "sleep" could be an incredibly useful option. But, I know that in this game we will never see this.
    (4)
    Last edited by IceEyes; 01-15-2025 at 04:05 PM.

  10. #10
    Player
    Jeeqbit's Avatar
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    Mar 2016
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    7,266
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    We also need to remember that these dungeons are for story players that have no idea how to play the game. You will get tanks that barely know how to do anything other than attack enemies. You will get healers that fish for freecure procs in bare minimum gear they got via MSQ.

    To show a real world example of how this affected me in past dungeons, let's take the Ala Mhigo dungeon. I once did a giant pull there with a sprout MSQ healer. They were barely keeping me alive due to their gear and spamming cure, and the only reason I lived was because I had tanked for years and knew how to give sprouts ages to heal me - most tanks would have just died with how the game was then.

    I felt really bad for the healer, and this used to be a common feeling for tanks. They have to pull all the enemies, because groups usually get upset if they don't, but then they felt (with certain pulls) they were giving healers a heart attack by doing it. And in some cases, the tank would die because the sprout healer had no idea how to handle it.

    This is why SE added walls. It's probably why they made tanks have all these self heals to trivialize said pulls. So they are not giving sprout healers a heart attack. But obviously it makes the dungeons braindead for "experts" in an "expert roulette".

    Maybe what they could do to solve that is just have 2 routes always, one of which is an easy route and one of which is a very challenging route, and the challenging route can give lots of special rewards. This way a story player could just choose the easy route.

    Quote Originally Posted by Evergrey View Post
    There was a time back in ARR when dungeons could be scary.
    People had to utilize strats like [Sleep] and other crowd control spells to "reduce" the amount of "active" enemies you were fighting since you could be overrun and die.
    I remember reading about that when I started tanking in ARR and the guides saying to mark enemies 1, 2 and 3. I quickly discovered that was... not workable because there were BLMs casting AoE spells and ripping aggro, and instead spread out my combo attacks because PLD had no AoE.

    The enemies hurt a lot more, that is for sure, and especially since many dungeons at that time were leveling dungeons which sync tighter. But I never personally saw anyone bother with Sleep.

    Enemy packs have almost always been "sets of 3", so a strategy I learned right away as a tank was to carefully wait for a patrol to move away so I would only pull 3 instead of 6. This used to be useful in ARR dungeons due to them be tougher back then. Eventually, SE taught this in Hall of the Novice - but by then it was irrelevant in every dungeon except Aurum Vale and Dzemael Darkhold.

    But this is where all the points I made at the start of this post come in. If you pulled everything in Aurum Vale or many ARR or leveling dungeons, you were giving healers a heart attack and I can't say SE is wrong for addressing that issue.
    (0)

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