I've renamed the dawntrail ones the worst being, Florida Everglades, furby mountan, and the Amazon warehouse,Disneyland...


I've renamed the dawntrail ones the worst being, Florida Everglades, furby mountan, and the Amazon warehouse,Disneyland...
Well, Yoshi-PR speaks a lot when the day is long. Why are production and speed set the way they are? Is it truly because they are actually unable to do something different, or is it because the team does not have the resources (manpower and budget) so they have to hold onto this fordism to deliver? His words literally hold less and less meaning, he either withholds information or straight up lies to our faces (how often were things we now have in the game "impossible"?), all to pacify the player base and reduce expectations so we don't have demands.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
I think that the problem with dungeons can be related both to their design and their rewards.
DT has given us more “challenging” boss fights by just making them more confusing and more punishing, while the structure itself didn’t change at all.
(Trash pulls are boring, a one-way through, etc etc ).
Talking about rewards, dungeons are pretty pointless, besides those who gives tomestones and those are capped which means one needs to constantly spend and farm them.
The reason, I think, it’s to keep players hostages of SE’s game, which their are not new to behave in such shitty way.
So, it’s understandable how SE don’t want to change their formula.
If your goal is shifted from having players playing your game because they like it to having players playing your game because FOMO, making one of the biggest portion of the gameplay streamlined creates an illusion of “playability” while giving less rewards creates addiction.
For a corporate, that’s a win, considering also that the cost of development is way much less and SE is strong in that also because, imo, their last projects failed. They are stuck into a loop where if they don’t make enough money they can’t develop anything, and what they make is focused in making money which 99% of the time it doesn’t align well on what their costumers wants, thus the failing projects.
The main problem, imo, is that SE doesn’t see the failure as a meaning to improve, which ironically is the mentality build in this game for clearing contents.
To end this, there is a a good video-diary on YouTube about the reasons why 1.0 failed, according to their developers, the ex CEO and Yoshida included…
One could see some similarities with those reasons and what is happening since some expacs
All for the sake of accessibility because NA's "modern audience" wouldn't stfu.


i highly doubt that the "majority" of players even uses this system, does anyone have actual numbers?
There is no benefit in running with NPC's over players, usually a dungeon with NPC's takes twice as long to finish, the only reason i see to use this if you are playing late at night and can't find a party for anything.
But the real problem why dungeons are so easy , we have just seen in DT , when you increase the difficulty from 1/10 to 2/10, the lowest skilled players are already unable to clear some of the bosses, even though it is still "very easy", and SE wants everyone to be able to finish the story, so a normal dungeon can't have the slightest amount of difficulty.
this is where expert dungeons should come into play, optional dungeons that are slightly more difficult than normal dungeons, maybe 3/10 , and i don't mean bosses like they did in criteon dungeons, that was already savage level.
More in the direction of Bozja Field bosses, trash packs that have meaningful abilities you must interrupt or stun ect...
Last edited by Arohk; 03-01-2025 at 12:08 PM.
I haven't played any other mmorpg, but how is this dungeon differ from others like WOW? I can see older mmorpg 'dungeons' are just basically cave themes, or medieval castle settings, or abandoned buildings which can get old pretty fast.
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