Sounds like Aion dungeons. Some times a special extra boss would spawn, all their dungeons are huge LIKE HUGE! And you can gather in there.
....Why am I not playing that game? D:
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Sounds like Aion dungeons. Some times a special extra boss would spawn, all their dungeons are huge LIKE HUGE! And you can gather in there.
....Why am I not playing that game? D:
FFXIV 1.0 actually had that in the last month of service prior to the original shut down - Ul'dah was constantly being assaulted by high level chimera, flans, gargoyles and ogres, as well as clones of Nael van Darnus, and players had to work together to beat them. Aetheryte camps also had this to a lesser extent, where ones which Atomos had spawned at would occasionally have high level mobs right in the camp that would attack and kill anyone foolish enough to try using it.
It would be nice to have something similar in ARR, but I guess that's what FATEs have taken over from.
Why did they take that down. That sounds so exciting and amazing including if they appeared inside the towns i could picture the cut scene now and now I'm thinking about FF XV lool. Fates is a boring zig fest which has become the new way to party lol. Wish i had bought FFXIV 1.0 now it sounded amazing.
I'd love it if they made Open-world areas for the dungeons and then put the bosses from the instances in as FATEs with a 'Coffer Key' for the area per completion of the FATE for you to be able to open Treasure Chests (which ONLY contain green/pink items and you don't have to 'loot roll' on it.
Irony is, it ended up crashing the server more often than not - on the last day I was booted offline with the 1.0 equivalent of a 90000 error and couldn't log back in. The way 1.0 was designed, it simply couldn't handle such large scale events. No doubt SE were mindful of that and thought "What the hell" to do something that could utterly destroy the game's engine as a way of taking it out with a bang.
Indeed, the fact only Ul'dah featured this was representative of Ul'dah being originally the place most players idled at and hence having the mobs attack it was simply a means of balancing server traffic across zones - forcing players into other areas to keep the servers stable as much as possible, and hence killing them if they didn't, as the mobs were just so strong it was virtually impossible to kill them. It didn't really work that well though - things lagged badly, not helped by the fact the 1.0 engine could only render like ten models at a time - picture a typical Odin or Behemoth FATE inside Ul'dah and then make it worse, and that's basically what the final 7th Umbral Era events were like in 1.0.
Looking forward to it.
I like this idea! The game definitely needs more exploration, and we breeze past most of the detail in the dungeons. I've noticed there's an entire section of Brayflox's Longstop that we always run past.
Bummmmmpppppppp
Actually, in beta Tam Tara was a 'larger' instance. I also noticed that there are side paths to most of the dungeons that have been locked down for whatever reason. I'm interested in knowing why they removed these areas.