:speculates chocobo racing with the song "One Winged Angel in the backgound:
Hey! Its just as plausible!
Agreed 100% with both these things, real dungeons that you don't warp/zone into feel more alive, more real, and a ton better. I was exploring tam-tara yesterday and omg, it felt amazing! I forgot what a REAL dungeon was like, I had been playing WOW/rift too much earlier lolQuote:
i hope it's not a area you warp too that be lame, FFXI had such a rich history everything in the game had a point and a meaning for it. everything link together from mobs-->items--> to everything even to unlock the WS you had to kill NM that you pop to get it even AF was fun.
I'm hoping that Final Fantasy XIV's Dungeons have multiple elements to them.
For example. XIV has a directional battle system, i.e, you hit from the left/right/behind and it makes a difference.
Using this system it would be nice to see some form of Puzzles where the player must "Hit" Boxes to Rotate or Move a Puzzle. This is just an extremely basic puzzle from the top of my head. Something other than constant monster grinding would be a nice change of pace. Perhaps some form of trials where something must be conducted in each room? Using the Armory System/Multiple Skills the player is limited in each room of what types of attacks or perhaps magic they can use. I.e no Astral or no Fire. *Shrugs* Something different from the norm' dungeon grinding would be nice.
If monster grinding is a must, it would be nice to see intuitive and strategic boss fights. Once again; using the directional combat system, perhaps a Boss could have Multiple Targets i.e Back, Left Hand, Right Hand. Magic has to be conducted from behind on the Monsters back in order to weaken it's defenses so that Melee can attack physically. Boss fights like that incorporate a form of strategy; something that would be nice in MMOs, and it would also possible stop flat-out zerg tactics.
Either way, I hope the Dungeon Content has something unique ^~^