FINAL FANTASY XIV Online

FINAL FANTASY XIV Online

Elixir 22 Thg05, 2023 @ 3:41am
New Dungeons are soulless...
Why on earth are all of the Dungeons the same now? Is this something the playerbase wants? Older Dungeons had way more charm to them, now they are completely soulless.

For instance, here is a Dungeon in Endwalker:

Step 1: Grab 2 packs of mobs, AOE them down.
Step 2: Go through Barrier/Door.
Step 3: Grab 2 packs of mobs, AOE them down.
Step 4: Go to Boss arena, fight boss.
Repeat 1-4 x2

The boss fights are great, even the Dungeons themselves look great. But it is sad that they feel so formulaic, maybe I am wrong. What do you think? Also, is this something the Devs have addressed already? Please let me know!
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galacticcorgi 23 Thg05, 2023 @ 6:12pm 
Nguyên văn bởi Nokkternal:
Nguyên văn bởi Drakzen:
Newer dungeons are like this because older dungeons where treated the same way, skip optional bits, grab all mobs rinse and repeat. So they made newer dungeons fit that play style and now complain about a play style the help bring about?

They slimmed down the ARR dungeons for the same reason, the majority of players speed run dungeons (more than half your party would boss to boss pull) and ignore side areas in dungeons.

Only way this would change is if the playerbase mindset changes.

You're right, it has everything to do with the mindset of the playerbase. Some people want a proper dungeon experience, nothing crazy just some variation between the dungeons.

Others want a brainless lazy dungeon experience so they can be in and out to get their tomes.

I guess you could say Variant dungeons are made to appease a certain crowd and I think they are a great addition, but sadly the group of people who hate having to think in their games don't want them in their game which is the majority of people in this game.
No, they want "variation between dungeons" until they have to run it 500 times in roulette. Sastasha has rooms you can go to off to the side. One of them has a bar fight in it where you can catch enemies aggroing on each other over grog. No one ♥♥♥♥♥♥♥ cares because they don't go in there, they just do what's needed to get the dungeon DONE.

Toto-Rak used to have a split and you could go two ways to get to the final area, plus you'd have the photocells. Not anymore, because it was annoying and a slog.
Aîze 23 Thg05, 2023 @ 7:10pm 
Have you even done the Critereon Dungeons? THOSE are specifically what people like you are going for. Jfc, you haven't even thought of the basic common sense that most people who play this game nowadays have jobs (me included), they've lived through this mmo for a decade, there are content that is made just for hardcore players, Savage, Unreal and Ultimate Raids.

There are four types of players the game is trying to cater in my experience playing this game through the years FROM BETA launch;
The RP social casual players, who does crafting as their grind or gold saucing.
The casual normal players who does their dailies and weeklies and even dips into savages.
The semi-hardcore players who attempts savage raids and the grinding content FFXIV has to offer (crafting, housing, eureka, bozja etc).
The hardcore players who no-lifes the heck out of the game, does savage raids either first week clears or second, does ultimates and other unreal contents.

Now you think you're the first to think about how dungeons are too super linear nowadays? No, you're not the first, certainly not the last. This game is trying to appease to everyone that plays it, its like THIS, because thats how it is throughout a decade of developing the damn game. Dungeon too easy? Casual players love it, they get to try the nice boss mechanics and still have fun 'exploring' the dungeon's scenery, NOW easier made because they have Duty assistance with A.I like Graha's fluffy tail or mommy Y'shtola. Dungeon too easy? Hardcore players love it, they can easily do it and get to the endgame content easier too. Theres a coexistence in how dungeons are made now. Be fully aware of it.
causality 24 Thg05, 2023 @ 2:05am 
Nguyên văn bởi Aize:
The hardcore players who no-lifes the heck out of the game, does savage raids either first week clears or second, does ultimates and other unreal contents.
Lumping people who clear savages 1/2nd week by watching video guides made by hardcore players with hardcore players is hilarious. :lunar2019piginablanket:
undefined 22 Thg06, 2023 @ 4:56pm 
Nguyên văn bởi Nokkternal:
Is this something the playerbase wants?
Unfortunately yes. People want fast, convenient, and the same thing over and over.
MOSLEY 22 Thg06, 2023 @ 6:43pm 
Nguyên văn bởi causality:
Nguyên văn bởi Aize:
The hardcore players who no-lifes the heck out of the game, does savage raids either first week clears or second, does ultimates and other unreal contents.
Lumping people who clear savages 1/2nd week by watching video guides made by hardcore players with hardcore players is hilarious. :lunar2019piginablanket:

It's also hilarious when chronic grey parsers grow an ego because they blind prog and clear week 30 while massively outgearing the content. pigemoji
causality 22 Thg06, 2023 @ 6:57pm 
Nguyên văn bởi MOSLEY:
Nguyên văn bởi causality:
Lumping people who clear savages 1/2nd week by watching video guides made by hardcore players with hardcore players is hilarious. :lunar2019piginablanket:

It's also hilarious when chronic grey parsers grow an ego because they blind prog and clear week 30 while massively outgearing the content. pigemoji
Talking from experience? Would you share us more about your PF encounters? :cuphead:
Hex 22 Thg06, 2023 @ 10:04pm 
What are you people even talking about? Name one Heavensward dungeon that isn't a straight line. It's nothing new, they just don't bother trying to hide it anymore.
Lần sửa cuối bởi Hex; 22 Thg06, 2023 @ 10:06pm
Stakanov 23 Thg06, 2023 @ 7:20am 
Dungeons now all work in the same way, whereas in the old days some would stand out and require you to do specific things, as would certain dungeon boss battles.

It was still extremely casual, but despite everything, some players complained about "dying" against a boss or that certain mechanics were too tedious.
Basically, it was boring for many players to have to use their brains and play decently instead of spam attacking as fast as possible.
There used to be a lot of players who died against Pampa Empress, Mistress of the Grigou and other HW bosses like the Vault Priest, for example.

All have been nerfed, and it's virtually impossible to die in dungeons - all battles look the same, and some unique elements have been removed for the sake of holy modernity.
In the end, it suits the majority who just want to rush and frankly, I don't really care because I've always considered the dungeons in ff14 to be a big joke, just fun to discover, but more of a stroll than a fight, and that's been the case since the beginning, it's just that now they're going even further.

"Laziness makes everything difficult, work makes everything easy; he who rises late is restless all day, and barely starts his business when it's already night."
Benjamin Franklin
Poor Richard's Almanack (1733)
The trash mobs separating each boss don't even yield XP, so what are they here for ?
If not for artificially extending the dungeon duration, just put the bosses one after the other because who enjoys fighting another color-swap floating eye or big guy in big armor with big sword and the likes.
Stakanov 23 Thg06, 2023 @ 8:29am 
Nguyên văn bởi Ophélie Wolfrayet:
The trash mobs separating each boss don't even yield XP, so what are they here for ?
If not for artificially extending the dungeon duration, just put the bosses one after the other because who enjoys fighting another color-swap floating eye or big guy in big armor with big sword and the likes.

The casual bosses are uninteresting and big hp bags, so I think they should be removed too.
Jon 23 Thg06, 2023 @ 9:33am 
Of course dungeons are soulless, with each patch they are making game more and more singleplayer. Cant design trash and bosses with cool mechanics and priorities because that requires to work extra on trust ai.
Hobo Misanthropus 23 Thg06, 2023 @ 12:50pm 
The Dungeons in the game aren't dungeons, they're set piece exhibitions. If you get a little reductionist about it, they are structured the same way your average Call of Duty level is (Singleplayer)

Deep Dungeons are more like traditional Dungeons in RPGs, but gated behind so many novel/gimmick mechanics. There's also the Criterion dungeon.

FFXIV just has this consistent devotion to compartmentalization. None of the pieces really work together. Every branch of content has its own currency even, and often the only thing that "Links" these features together is the Glamour system mounts and minions for unique rewards.
AH-1 Cobra 23 Thg06, 2023 @ 5:40pm 
I'd much prefer the current dungeons to one that requires a group of random players explore around. People want to run the dungeons and get their exp/loot/rewards, etc. Nobody is running duties for any other reason.

Also, some of the end AAR and Heavensward raids (World of Darkness and Dun Scaith) are still really hard for casuals/randoms. The last few times I got summoned for World of Darkness, it was full 3 team wipe on the very first boss, because nobody knew the mechanics. I *rarely* get World of Darkness in a roulette, but when I do I just drop out and take my 30 minute penalty, because it's a waste of time attempting it with randoms.
Lần sửa cuối bởi AH-1 Cobra; 23 Thg06, 2023 @ 5:45pm
Катюша 23 Thg06, 2023 @ 6:02pm 
Nguyên văn bởi Chakravartin:
Of course dungeons are soulless, with each patch they are making game more and more singleplayer. Cant design trash and bosses with cool mechanics and priorities because that requires to work extra on trust ai.
Unfortunately, it is true. They've changed or dumbed down older dungeons because of the Trust and Duty Support systems. One of the things I absolutely detest is bosses constantly returning to the middle of the arena, and it seems like every boss does it now.

Going forward, they'll design new content with crappy AI in mind too.
Lần sửa cuối bởi Катюша; 23 Thg06, 2023 @ 6:04pm
weiss 23 Thg06, 2023 @ 6:19pm 
Nguyên văn bởi Nokkternal:
Why on earth are all of the Dungeons the same now? Is this something the playerbase wants? Older Dungeons had way more charm to them, now they are completely soulless.

For instance, here is a Dungeon in Endwalker:

Step 1: Grab 2 packs of mobs, AOE them down.
Step 2: Go through Barrier/Door.
Step 3: Grab 2 packs of mobs, AOE them down.
Step 4: Go to Boss arena, fight boss.
Repeat 1-4 x2

The boss fights are great, even the Dungeons themselves look great. But it is sad that they feel so formulaic, maybe I am wrong. What do you think? Also, is this something the Devs have addressed already? Please let me know!
wasnt it always like this in the dungeons? not only the new ones? so basicly are you saying "all dungeons are soulless"

technicly is every MMO dungeon, no matter which MMO it is according to you "soulless".
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