i don't agree with either you or grey. there should be dungeons that are open world and instanced. i don't enjoy the instanced myself, but there should be just as many of them as there is open world so people can have a choice of what they want to do.I disagree, all dungeons should be open world. There is not point and having these dungeons instances. In open world you have competition, and that is fine with me. In an instance you can only go in if you have anywhere from 2-8 people. I dont like being forced to party up just to explore any area. I want the freedom to come and go in an area as I see fit. Any zone that is instanced I personally will only do it one time and never return to it. I want the freedom to farm or what not w/o having to get other players. There is nothing wrong with dungeons and such being open world unless of course you done like competition. BOO HOO because some 1 there is camping and instead of who ever coming back later they bitch, moan and groan because that cant do what ever it is right than and there. Now you cant say i can only do it at this time or what ever little excuse people can come up with because you can come back another time or better yet another day. Most stuff has no time limit so there is no need to rush and have to do it that second.
http://crystalknights.guildwork.com/
TWO WORDS
[SIZE="5"]Dynamic Dungeons. [/SIZE]
The idea is VERY solid and one that I find to be EXTREMELY enjoyable for someone of ANY level range.
Games have done this with a difficulty selection at the start of the dungeon, while others have made the dungeon scale to the average level of the group/player.
I feel that either of these methods or a combination of the two would be an EXCELLENT addition and facelift to the current state of our end game content.
In dynamic dungeons, various and random Rare/ex gear would drop based on the collective average level of the party. This gear would have random stats and looks depending on the dungeons difficulty and current level range. Since the gear is untradeable, the worry of having too many different kinds of equipment on the market could be avoided.
At the end of the dungeon, the final fight would have a more predictable set of loot drop that would be much more powerful than the previous gear, but still dynamic.
Since the end dungeon gear isn't random like the previous drops, a quest system could be put in place to allow the gear to be upgraded in various ways depending on what the players preferences were.
These quests would more than likely involve revisiting the same dungeon, but instead having to explore an entirely new part of the dungeon that would or wouldnt require the aid of a party depending on what upgrade you were looking to make on the gear.
For a final upgrade to the gear, you would have to be in a full pt and fight a powerful quest related Boss at the end of the run. '
I feel that this type of system would allow for maximum content enjoyment, while still catering to the casual crowd, but also rewarding those who work together as a group.
If you like this idea please like this post. If I get enough likes I will make a PDF and a new post with the PDF in it, visually demonstrating to the devs how this system could work.
EDIT:
Just to add on to my idea, I wanted sy that these dungeon could be either open world or instanced. Since the gear drops are random, camping wouldn't be an issue for the initial run through of the dungeon. In order to avoid camping issues for the final boss, a player/party would need to have a repeatable quest flagged in order for the end dungeon boss to appear at all.
When the boss appears, he can only be attacked by a player/party with the flagged quest.
To make things even more fair, this repeatable quest could have a set limit of "re-do's" per day or week and as a prerequisite for partys, everyone in the party needs to have the quest flagged in order to have gear drop in their loot list. This allows players to still help fellow LS members or friends even if they don't have the appropriate quest flagged.
Last edited by djjdiss; 01-23-2012 at 04:39 AM.
I could definitely be wrong but wasn't that originally implemented to limit the big summoner/mana burns because you can't chain the entire zone?
Now with EXP chains... I'm guessing it would be even worse if MOBs didn't return to their territory
Imagine killing 60 MOBs at 1 time... all at 150% bonus EXP
Mobs returning to their area is not a big deal to me... Its foreign for me, but its a mechanic I got used to. Instanced dungeons, however, just irk me. I don't really get the point. I enjoy the beast men strongholds, good ol' farm up a key and open the chest. You can give more of a mission/repeatable quest to those areas by adding cutscene spawnable nms. The end bosses of those cares could only spawn by certain conditions, from a ???, or inside a battlefield area. Battles should be battlefields, dungeons should be open leading into battlefields. Yeah, I like that. And why don't the chests move!?
I am hoping it goes away and never returns along with the ifrit and moogle fight after the (game) world explodes later this summer. Matter of fact, I hope the darkhold is ground zero for where meteor smacks down. Bring on the Tower thing Yoshi has been talking about.I enjoy the two bosses on Darkhold, it's fun, however I don't enjoy you just run through everything(no real strategy or adventure). As most of you people know, Darkhold has multiple levels to it. You can look down and see other platforms going places, other bridges and what not. So don't you guys think it would be cool to see other adventures fighting through the depths of the dark? Having multiple instanced nms, along with normal nms? Secret areas?
ding! I just levelled ^^I could definitely be wrong but wasn't that originally implemented to limit the big summoner/mana burns because you can't chain the entire zone?
Now with EXP chains... I'm guessing it would be even worse if MOBs didn't return to their territory
Imagine killing 60 MOBs at 1 time... all at 150% bonus EXP
You'd just fight them in territory like most powerlevels does. (It's risky because of repops killing lower level people.) As for summoner/manaburn, no this wasn't in response to that because it continues in Abyssea with Fellcleve/Charged Whisker burns -- mobs have very, very short leashes in this game.I could definitely be wrong but wasn't that originally implemented to limit the big summoner/mana burns because you can't chain the entire zone?
Now with EXP chains... I'm guessing it would be even worse if MOBs didn't return to their territory
Imagine killing 60 MOBs at 1 time... all at 150% bonus EXP
Whatever the reason... I don't want to see people training 80 MOBs across Thanalan.You'd just fight them in territory like most powerlevels does. (It's risky because of repops killing lower level people.) As for summoner/manaburn, no this wasn't in response to that because it continues in Abyssea with Fellcleve/Charged Whisker burns -- mobs have very, very short leashes in this game.
Now in a dungeon, i agree.... especially if the dungeon is instanced... the MOBs should follow you indefinitely
yea your right. what would have made DH better would have been to be fighting and have some a$$holes run through and MPK you so that they get the chest. that would def make it better /sarcasm. The SH are open world content so there's that. Im in favor of balanced content. If the dungeon was a massive labyrinth with no map except what you explore then id be in favor of open world.I enjoy the two bosses on Darkhold, it's fun, however I don't enjoy you just run through everything(no real strategy or adventure). As most of you people know, Darkhold has multiple levels to it. You can look down and see other platforms going places, other bridges and what not. So don't you guys think it would be cool to see other adventures fighting through the depths of the dark? Having multiple instanced nms, along with normal nms? Secret areas?
Would you guys be opposed to a dungeon the size of Western Thanalan (the horizon, Nophica's wells and ferry docks area)?
Or are dungeons better smaller and linear?
Would either of those make it so you'd want MOBs to easily return to their area?
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