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Báo cáo lỗi dịch thuật
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.
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.
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
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)
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.
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.
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.
Going forward, they'll design new content with crappy AI in mind too.
technicly is every MMO dungeon, no matter which MMO it is according to you "soulless".