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  1. #1
    Player
    sindriiisgaming's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    1,430
    Character
    Sugar And'spice
    World
    Twintania
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Miguel85NYC View Post
    I played quite a few mmos but FF 14 is king for having the most boring dungeons I ever played. FF 14 dungeons are exactly the same from one another. Trash mobs are pointless, you have invisible walls so you can't pull more then 2 packs of mobs.. is it so hard to make dungeons unique?

    I don't understand why YoshyP is fine with this.. I refuse to farm these boring dungeons for tomes.
    Imo they need to scrap this current dungeon design. It's not fun to play more than a single time... I don't do roulette anymore or any dungeon more than once because I simply don't care enough. I can tome up on pvp or other content that isn't dungeons and I wish more ppl would stop running them to make a point to se that they have no variation or explorability. I don't understand why we catered to people who wanted an easier way... let them leave.. no other game has this and they'll have to learn
    (3)

  2. #2
    Player
    Astronema's Avatar
    Join Date
    Jan 2014
    Posts
    339
    Character
    Astronema Borealis
    World
    Leviathan
    Main Class
    Archer Lv 100
    I've renamed the dawntrail ones the worst being, Florida Everglades, furby mountan, and the Amazon warehouse,Disneyland...
    (0)

  3. #3
    Player
    Jokerz_93's Avatar
    Join Date
    May 2020
    Posts
    115
    Character
    Tora Noyama
    World
    Phoenix
    Main Class
    Lancer Lv 100
    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
    (2)

  4. #4
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    186
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 88
    Quote Originally Posted by Valence View Post
    His official answer was that dungeon formula isn't going to change because of production and speed requirement. Fordism at its finest.
    And thats horrible, I wish YoshyP would consider making changes.. not all dungeons have to be the same..
    (3)

  5. #5
    Player
    USAFJerrySo's Avatar
    Join Date
    Jul 2020
    Posts
    65
    Character
    Jerry So
    World
    Golem
    Main Class
    Monk Lv 80
    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.
    (0)

  6. #6
    Player
    TakoyakiLala's Avatar
    Join Date
    Dec 2024
    Posts
    228
    Character
    Gigileo Hihileo
    World
    Faerie
    Main Class
    Black Mage Lv 62
    The problem came about due to the fact people would pull wall to wall back when the game first came out and would do all in their power to ignore deviating from the main path in order to complete the dungeon as fast as possible. The dev team, in their infinite wisdom, decided to play into that by making all dungeons over time essentially a glorified hallway with a sprinkle of trash mobs here and there.

    The dev team has a very bad habit of appealing to parts of the playerbase that try to do everything in their power to make things as monotonously efficient and sterile as humanly possible.

    I really wish fun came first before efficiency more often when it came to all content in this game, period.
    (3)
    Last edited by TakoyakiLala; 03-01-2025 at 12:47 PM.

  7. #7
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,312
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    FFXIV dungeon bosses have been great, but the trash is still trash. A bit of a take, but I think designing dungeons around wall to wall pulls is doing more harm than good. It turns every dungeon into the same murder corridor. Combat in the spaces between bosses needs to be more varied so that the answer isn't just bulldoze through a bunch of random enemies.
    (3)

  8. #8
    Player
    TakoyakiLala's Avatar
    Join Date
    Dec 2024
    Posts
    228
    Character
    Gigileo Hihileo
    World
    Faerie
    Main Class
    Black Mage Lv 62
    Quote Originally Posted by mallleable View Post
    FFXIV dungeon bosses have been great, but the trash is still trash. A bit of a take, but I think designing dungeons around wall to wall pulls is doing more harm than good. It turns every dungeon into the same murder corridor. Combat in the spaces between bosses needs to be more varied so that the answer isn't just bulldoze through a bunch of random enemies.
    This. The murder bees in a few of the ARR dungeons is a good example of having an enemy you actually have to keep your eye on, otherwise they could potentially kill the Tank or another party member if the Tank failed to notice and pull them.

    If there were at least 2 or 3 trash enemies per dungeon that you actually had to pay attention to and dispatch, stun, sleep; etc. In order to make sure they don't cause any sort of problems for player party, then I think trash mobs would be at least somewhat more enjoyable.
    (5)


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  9. #9
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by TakoyakiLala View Post
    This. The murder bees in a few of the ARR dungeons is a good example of having an enemy you actually have to keep your eye on, otherwise they could potentially kill the Tank or another party member if the Tank failed to notice and pull them.

    If there were at least 2 or 3 trash enemies per dungeon that you actually had to pay attention to and dispatch, stun, sleep; etc. In order to make sure they don't cause any sort of problems for player party, then I think trash mobs would be at least somewhat more enjoyable.
    Agreed, and similar ideas could be applied to bosses as well. While there are exceptions, the typical boss arena fight is avoiding their attacks/mechanics while trying to maintain your offensive rotation. This isn't a lack of imagination, it's a complete absence of imagination.

    To some extent maybe this goes back to the job kits. But even with the current ones we have sleep, stuns and interrupts that we rarely get to use. Perhaps the path to more interesting fight design is to require more than dps maximization and standing on the right pixel.
    (1)

  10. #10
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,088
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mawlzy View Post
    To some extent maybe this goes back to the job kits. But even with the current ones we have sleep, stuns and interrupts that we rarely get to use. Perhaps the path to more interesting fight design is to require more than dps maximization and standing on the right pixel.
    You could make a case for dungeons having to be designed around the now equally boring and formulaic job kits...if they didn't already have this dungeon design pretty much since Stormblood, when job kits still included a lot more crowd control effects.
    (0)

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