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  1. #1
    Player steadymedic's Avatar
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    Aug 2011
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    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90

    Elemental Wyrm Idea

    Wyrm Idea
    I usually do not complain about much but this has been bugging me tremendously for the last year and I finally have reached the point where I will post (first post). Final Fantasy 11 has always been pretty composed and orderly and to this day I still cannot believe that the developers have not come up with this idea in the past Abyssea and Voidwatch installments. As most players know Wyrms are in the category of being some of the more challenging monsters players face while playing the game. With Spike Flail, Breaths, Blasts, Magic, Terror and Wing attacks at their arsenal, fights can prove difficult. Why not expand on this idea, save models and TP attack sets and add more Wyrms to Voidwatch, HNM, Abyssea, VNM or ZNM.



    Current Dilemma:
    The Final Fantasy 11 elemental system is composed of 8 elements: earth, water, aero, fire, blizzard, thunder, dark and light. Each with their own corresponding strengths and weaknesses. Earth is strong to Thunder but weak to Aero. Aero is strong to Stone but weak to Blizzard. Water is strong to Fire but weak to Thunder. Fire is strong to Blizzard but weak to Water. Thunder is strong to Water but weak to Earth. Dark is both strong and weak to Light and vice versa.

    That being said, the Wyrm monsters are only fulfilling 5/8 of their potential.
    Earth(yellow/beige): Ouryu a BCNM Wyrm, Cuelebre in Abyssea-Tahrongi and Dragua in Abyssea-Altep
    Aero(grey): Fafnir and Nidhogg in Dragon’s Aery, Cynoprosopi in Apollyon and Wyrm respectably in a BCNM (although these are considered wind based Wyrms, I view them more as a multi-purpose Wyrm based on the fact that the Dragon Breath is fire based—although the color is grey I’d love to see new ones added with lighter green tones)
    Water(dark blue): NONE!
    Fire(orange): Tiamat in Attohwa Chasm and Smok in Abyssea -Attohwa
    Blizzard(lilac/light blue): Jormungand in Uleguerand Range and Isgebind in Abyssea-Uleguerand
    Thunder(dark purple/yellow highlights): NONE!
    Dark(black): Azdaja in Abyssea-Grauberg and Vrtra in King Ranperre’s Tomb
    Light(white): NONE!



    Proposed Idea:
    Add one new Wyrm for each elemental category. Keep the current model but change the color scheme and add spells/breaths/wings/blasts of corresponding elements to the attack AI. Place them throughout the current High Level monster content battle systems. I’m leaning strongly towards bringing back some type of HNM again but ones that would be difficult to monopolize (I enjoyed the concept but not the excessive monopolization/third party programs used). My idea would be to place some sort of Limbus or old school Dynamis 3-5 day limit on being able to participate, claim the monster or assist in any way. Scatter them through corresponding zones (i.e: The Sanctuary of ZiTah would house the Thunder Wyrm, Den or Rancor or Grotto the Water Wyrm, Qufim or Delkfutt for the Light Wyrm) This would encourage players to return to old areas, preferably ones without VoidWatch or add to the next Voidwatch installment. The addition of these Wyrms could assist with 95-99 magian trials for elemental correspondence, could assist with +10 stat ring/+6 stat earring drops or systhesis materials and drop new types of high level gear. Defeating these monsters could also be a way for Dragoon to acquire a new elemental type wyvern, forget making it larger, there already is enough lag (I plan to write about this in a later installment).

    Well that’s my idea! Any constructive criticism would be greatly appreciated!
    (5)
    Loose Talk is the Enemy of Laughter

  2. #2
    Player Ihnako's Avatar
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    Apr 2011
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    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    I'm not shure but where 's Shinryu?

    thumbs up
    (0)

  3. #3
    Player steadymedic's Avatar
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    Aug 2011
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    8
    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90
    I did fail to mention Shinryu and Bahamut but only because the monster models are quite different from normal Wyrms. I also think that Dragon Killer/Circle/Breaker effects do not work on them both. Shinryu surely, Bahamut not positive. If you like this idea, help me out so the development trackers can see that we need Water/Thunder/Light Wyrms at the very least! (Yibegan failed to mention too *edit)
    (1)
    Last edited by steadymedic; 09-18-2011 at 06:19 AM.
    Loose Talk is the Enemy of Laughter

  4. #4
    Player Symbiote's Avatar
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    Mar 2011
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    56
    Character
    Symbiote
    World
    Shiva
    Main Class
    COR Lv 95
    I always thought that Fafnir/Nidhogg were darkness because of their wing attack giving blindness.
    (0)

  5. #5
    Player steadymedic's Avatar
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    Aug 2011
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    Character
    Anberlin
    World
    Cerberus
    Main Class
    THF Lv 90
    The wing attack is Wind based I believe. Lowered with Baraero. Just with add. efffect of blindness.
    (0)
    Loose Talk is the Enemy of Laughter

  6. #6
    Player Kristal's Avatar
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    May 2011
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    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    The 'missing' wyrms might have been revealed in expansions that were/will never released.
    The water-based wyrm could be located in the mithran homelands to the south (rainforests and islands). Bismarck?
    The thunder-based wyrm could be located in the west, based on the thunderbird of native americans folklore. Wakiya?
    The light-based wyrm could be located in the north, based on the aurora borealis. Zhuyin?

    Just a thought.
    (3)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #7
    Player steadymedic's Avatar
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    Aug 2011
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    Character
    Anberlin
    World
    Cerberus
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    THF Lv 90
    Never thought of that, but I'd still like to see them added in the 99 cap!
    (0)
    Loose Talk is the Enemy of Laughter

  8. #8
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    For all the aspiring wyrm slayers out there in Vana’diel, you will be happy to know that the development team actually has plans to implement these “missing” wyrms. They are currently in the process of working on various things ranging from the next level cap increase, new content additions, and adjustments to old content, so the timing when they can show you specifically what they have in mind is still a ways off in the future.
    (17)
    Devin "Camate" Casadey - Community Team

  9. #9
    Player Kalilla's Avatar
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    May 2011
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    179
    Quote Originally Posted by Camate View Post
    For all the aspiring wyrm slayers out there in Vana’diel, you will be happy to know that the development team actually has plans to implement these “missing” wyrms. They are currently in the process of working on various things ranging from the next level cap increase, new content additions, and adjustments to old content, so the timing when they can show you specifically what they have in mind is still a ways off in the future.
    I have been thinking about this, and I think that new Wyrm's would be a great idea, but something needs to be done about HOW you fight wyrms.

    It is well known by now that you fight wyrm's on their feet. I would like to see some system implemented that counters this. Tiamat uses counter but that isn't what I mean. What if the Wyrm's stomped their feet if players were standing at them. It could cause a short stun that went through shadows (doesn't have to wipe them, it's just something for wyrm's could have to fight against it's weakness).

    The more important issue though is I would like to see melee and mages work together more. Wyrm's should be one of the most feared creatures in vana'diel and when a wyrm is taken down by nothing but mages it kinda... belittles it. I would like to see a system for wyrm's implemented for all wyrms.

    As a Wyrm takes dmg, it keeps track of what type of dmg it is taking. If a team is using too much of one type of dmg (magic or melee) then it starts to reduce the dmg of the excessive dmg to the point where it stops taking dmg entirely of that type.

    For example, if a team had nothing but mages it would start reducing magic dmg very quickly since there isn't any melee dmg being delt. The more magic dmg delt the stronger it resists it and pretty soon it will do 0 dmg on everything. The only way to dmg it would to have physical dmg delt, and it would be normal dmg, nothing like double dmg since magic is at 0.

    This system is about balance, so players work together and we don't take down a Wyrm like we do with tiamat and just magic dmg mostly (although its fun fighting it with melee's on it). I think that SE imagined that we would work together when creating this game, and this would be the perfect enemy to put this into place during a time when we aren't doing anything like this anymore.

    I know that SE has put systems into place where there are phases. For instance after certain amount of time it starts to take just magic dmg or just physical dmg. I don't think that would be appropriate for this idea. First of all what is to stop them from just waiting it out and then using the dmg they are using again once it wears off. It should be cooperation, working together.

    There shouldn't be phases where it just takes one or there other. It should be a process where we work together and when one side is doing too much they back off little to make everything neutral again. As it stands now it would be much easier to deal more physical dmg than magic dmg, that would be an issue with the system but that also would mean that we would have to work together even more. If we keep both sides equal for example then we would be dealing faster than if we had one side out dmg the other.

    I hope I didn't go on too much, it's only two ideas but the second is more complicated.
    (0)

  10. #10
    Player Tsukino_Kaji's Avatar
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    Mar 2011
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    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Camate View Post
    For all the aspiring wyrm slayers out there in Vana’diel, you will be happy to know that the development team actually has plans to implement these “missing” wyrms. They are currently in the process of working on various things ranging from the next level cap increase, new content additions, and adjustments to old content, so the timing when they can show you specifically what they have in mind is still a ways off in the future.
    Which means they will all be VWNMs...
    (0)

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