• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Final Fantasy XIV |OT6| Casino Royale

Status
Not open for further replies.

WolvenOne

Member
Problem with puzzle dungeons, is that the puzzles only work once, and are pointless every time after that.

Now, stealth dungeons, escort dungeons etc, these are things I'd like to see them play around with.
 

Teknoman

Member
Problem with puzzle dungeons, is that the puzzles only work once, and are pointless every time after that.

Now, stealth dungeons, escort dungeons etc, these are things I'd like to see them play around with.

Yeah I guess stealth would work better. I dunno about escort though, people get ticked at escort missions all the time it seems.
 

Tomat

Wanna hear a good joke? Waste your time helping me! LOL!
Problem with puzzle dungeons, is that the puzzles only work once, and are pointless every time after that.

Now, stealth dungeons, escort dungeons etc, these are things I'd like to see them play around with.
Sure hope we would have to /beckon through the whole dungeon just like the leves.
 

Frumix

Suffering From Success
lol, puzzles
People in this game panic when confronted with having to choose between Shield Oath and Sword Oath and you want them to do puzzles.
 

WolvenOne

Member
People have enough trouble keeping their party alive much less an NPC.

Oh of course, the NPC would have to be pretty damage resistant so as not to make this thing an absolute pain.

Even so, I grant that it'd be a pretty easy thing to screw up. Mainly I just want to see them try something new.
 
I wasn't really necessarily saying put puzzles in dungeons, could be a series of sidequests or a log system like the shitty sightseeing log, but with puzzles. In some ways, the sightseeing log is already kinda puzzles, it has a riddle to find a location then sometimes a jumping puzzle to solve(and then 15mins of afking because derp design). Races could also be nice with like mounts having a turbo move(special race mounts that is), and them adding flying mounts would make the races not as boring too.

Also interested in any potential changes to gathering/crafting. Are they adding more classes to these, are they changing mechanics, that kind of stuff. It could just be more of the same but I'd hope they'll add changes to gathering and I guess we'll be getting some new crafting skills so that could be fun too.

There's still quite a lot that we don't know about the expansion so I'm excited to see what's in it other than the classes(though I'm most excited about the classes).
 

Redx508

Member
the moment you clear T10 and is fucking ninja loot again

nydSK0N.gif
 

Frumix

Suffering From Success
I wasn't really necessarily saying put puzzles in dungeons, could be a series of sidequests or a log system like the shitty sightseeing log, but with puzzles. In some ways, the sightseeing log is already kinda puzzles, it has a riddle to find a location then sometimes a jumping puzzle to solve(and then 15mins of afking because derp design). Races could also be nice with like mounts having a turbo move(special race mounts that is), and them adding flying mounts would make the races not as boring too.

I think WoW does something like that and it just leads to people who actually need to do these sidequests having a hard time convincing the rest of the party to go out of their way for that. It's already a bother to get people to actually run for more exp in AV for example.
 

MogCakes

Member
I've reached that point in the game where I realize i110 is more than enough to clear 99% of the game's content and the remaining 1% is easily doable with poetic gear.
 

Kagari

Crystal Bearer
I've reached that point in the game where I realize i110 is more than enough to clear 99% of the game's content and the remaining 1% is easily doable with poetic gear.
You can pretty much do anything outside of Final Coil with i90-i110 stuff.
 

Tash

Member
Imo Dungeons with content like in wow or eq2 will never happen in ffxiv because they are directly linked to grinds. Totally different underlaying game design approach.
 

WolvenOne

Member
Imo Dungeons with content like in wow or eq2 will never happen in ffxiv because they are directly linked to grinds. Totally different underlaying game design approach.

Never played those games, so I don't really have context to agree or not. I will say that any playing around they do, does have to fit within the overall grind model they have.

To this end, Stealth dungeons at least should work just fine. WP already came pretty close to being a Stealth dungeon, with the Tonberry Stalkers and all. They just need to work on the formula a little bit. Make the mob to avoid more powerful, use lighting effects to demonstrate where it's aggro-range is, etc etc. Not a problem so long as the dungeon itself doesn't take a disproportionate amount of time to finish.
 

BadRNG

Member
Imo Dungeons with content like in wow or eq2 will never happen in ffxiv because they are directly linked to grinds. Totally different underlaying game design approach.
Wait what, FFXIV is entirely designed around the same kinda grind as WoW. Am I reading this wrong?
 
Imo Dungeons with content like in wow or eq2 will never happen in ffxiv because they are directly linked to grinds. Totally different underlaying game design approach.

You mean "used" to be linked to grinds for WoW. Heroics outside of your legendary ring are now just, go in and get enough 630 gear to get into raiding...and that's it. The justice/valor system was scrapped in the expac, making 14 far more of a grind than WoW now. Would honestly say 14 was even more of a dungeon grind than WoW was before the expac, if you are putting any amount of effort into your relic.
 

Reknoc

Member
Problem with puzzle dungeons, is that the puzzles only work once, and are pointless every time after that.

Now, stealth dungeons, escort dungeons etc, these are things I'd like to see them play around with.

Yea, and hey since they've got flying mounts and thus a system for 3D movement maybe they can do underwater stuff
 

BadRNG

Member
I think up until somewhat recently, if not still, you were not supposed to return to old instances a whole lot.
Maybe not old instances, but you definitely ran 50 dungeons endlessly. In 2.0 it was AK/WP, and then with each patch you get 3 new ones that become the repeated grind spots. And LLDR, as well as Animus, has definitely encouraged doing old content for quite a long time. What was that, 2.1?

I haven't played WoW since Cata but you weren't really ever grinding old(read sublevel) dungeons much either. This game is way more grindy, at least in regards to dungeons.
 

Tash

Member
It seems I wasn't clear: neither wow nor eq2 ever had dungeons that were meant for speed runs for 90% of the game while in FFXIV they are. Because 90% of ffxiv content involves playing through content you already played countless times before. And while we're at it: both wow and eq2 had/have way better boss encounter creativity which also translates over into dungeon designs.
 

Frumix

Suffering From Success
Maybe not old instances, but you definitely ran 50 dungeons endlessly. In 2.0 it was AK/WP, and then with each patch you get 3 new ones that become the repeated grind spots. And LLDR, as well as Animus, has definitely encouraged doing old content for quite a long time. What was that, 2.1?

I haven't played WoW since Cata but you weren't really ever grinding old(read sublevel) dungeons much either. This game is way more grindy, at least in regards to dungeons.

I mean, in WoW. In ARR you're supposed to grind old content for days.


Meanwhile...
ron-weasley-what-gif.gif
 
And while we're at it: both wow and eq2 had/have way better boss encounter creativity which also translates over into dungeon designs.

Ehh I really wouldn't say that after playing WoW since BC. Dungeon designs? sure WoW had that over 14 for the most part(before Cata anyway). Encounter creativity outside of raid bosses? It's always just been the standard thing between both of them where it's burn boss, you might have adds, you might need to move out of things that are obvious, you might need to cleanse, and you might need to move behind things every now and then to dodge mechanics.

I've seen more boss creativity from Kraken (and multiple other bosses throughout the game) at the end of Hullbreaker, than I have from 5man dungeon bosses in WoW for years.

As far as speed running goes, I honestly could care less about dungeon design when you have to run said thing tens of times throughout the game to get the latest currency or item drops (this applies to any mmo that has ever had a reason to do dungeons multiple times). Sure they're nice to look at the first few times, but the appeal quickly wears off when you have to do 10+ dungeons a week to cap on currency and there's a good chance you'll see each dungeon multiple times while doing so.
 

BadRNG

Member
It seems I wasn't clear: neither wow nor eq2 ever had dungeons that were meant for speed runs for 90% of the game while in FFXIV they are. Because 90% of ffxiv content involves playing through content you already played countless times before. And while we're at it: both wow and eq2 had/have way better boss encounter creativity which also translates over into dungeon designs.
Man I wish they actually were made for speed runs, instead of actively trying to prevent then, but I see your point.

I will say they actually have come up with some neat boss mechanics, the problem is there are only a handful every 3-6 months. Final boss in Bray HM, yeti in snowcloak, demon wall, and many more I can think of. All fairly interesting from a mechanic perspective. But it kind of loses it's shine when you do it so much, as there's just no other content for each tier.

Yoship kinda of laughed off a question about having beefier raid/dungeon tiers by saying they could do it if players didn't mind waiting longer for patches, but that kinda misses the point. Maybe I'm just spoiled by Blizzard's massive budget.
 

EndcatOmega

Unconfirmed Member
WoW's changed a damn sight since the Wrath/Cata days, then. Doing the daily heroic for badges/points I remember being just as tedious as here (with the bonus of people just quitting if you got Occulus).

That being said, keeping only the three latest dungeons in expert roulette is really dumb and not something Dungeon Finder ever did.
 
i would make every 50+ dungeon in this game harder, say 50% coil level. i would also make stealthy thief type mobs spawn randomly. you have to be aware of them at all times. they have the ability to steal your cash shop items. permanently of course.
 

Tomat

Wanna hear a good joke? Waste your time helping me! LOL!
i would make every 50+ dungeon in this game harder, say 50% coil level. i would also make stealthy thief type mobs spawn randomly. you have to be aware of them at all times. they have the ability to steal your cash shop items. permanently of course.
Would love this solely for reading reactions on the official forums.
 

Semper88

Member
Still no bard drops, every other class has seen at least one piece of gear.

Haha, we had only BRD loot for a while. Our BRD was almost BiS. All the sudden he went emo and left, tho our new BRD rocks so good riddence.

We havent seen a single tank loot.. :( still poetics scrub tank.
 

EndcatOmega

Unconfirmed Member
I'm going to be completely honest, my first though on new FFXIV news is usually 'how will the OF find a way to be mad about this'.

I am a broken individual please send help
 

Alrus

Member
i wish the dungeons were as tough as wildstar's, but that would be the death of this game, alas.

Oh god no, Wildstar dungeon were so PUG unfriendly it lead to vitriol everywhere if you didn't have a static group. Not everything needs to be hardcore.
 

Valor

Member
I mean, real talk, dungeons as they are now are just hoops to jump through to get your poetic tomes. Increasing the difficulty or length of dungeons right now would be kind of annoying since most people want to get in, get their tomes, and get out without using up too much time.

They need to find a way to incentivize dungeon runs outside of get ur tomes plz and ty. That's part of the reason hunts were moderately successful from an objective point of view while other things like PVP/Frontlines have failed -> You got tomes and seals and were working towards gear upgrade items. New dungeon gear is always trash right now. Even as a fresh 50, those pieces you get are filler until you can afford actual 100/110 gear. So basically the gil reward from dungeons is pleb tier, the loot you get is pleb tier, and the difficulty is pleb tier.

One or more of these has to change for dungeons to become "worthwhile" you can't just up the difficulty for the same shit rewards and suddenly have players flocking to complete them because challenge. I'm looking at you, Savage Coil. As a player, I want a reason to run a dungeon that isn't just collect my tomes at the end. Unfortunately, tomes are the only important thing in the end game, as evidenced by all of the people salivating over Soldiery Bonus as their main reason for helping new players with content.
 

Frumix

Suffering From Success
Ask yoship to increase drop rate on opo opo first and remove fucking crafting shit from the chests

Why is this still a thing

Why does no one care
I get why they're there but they're not high enough to be a steady reliable supply of mats. If it was like full set of 9 potash per drop I'd understand but as it is it's kinda not here not there.
 
Status
Not open for further replies.
Top Bottom