I am expecting the boss to be a giant malboro named Bayohne.
Absolute Virtue-style.
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I am expecting the boss to be a giant malboro named Bayohne.
Absolute Virtue-style.
I'm expecting that ^ :PQuote:
Dungeons, the proving grounds for parties, will be released in 1.18. We will be implementing two types to begin with, with future updates to usher in additional maps and battle concepts.
This content takes the form of raid missions in which players slash and burn their way through a labyrinthine area before finally squaring off against a formidable final foe. Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge.
All I really want is something that keeps us busy while they work around the basic game mechanics and get them done before we are zerging the dungeons for 6months+.
Otherwise all I really want is that R50 dungeon to actually be "raidworthy", not just something you run through in 40min and be done and redo it every 2-3 days...I want at least a handful of bosses(4-6) the more the merrier. And I want them to actually be strategic to a degree where just standing at one spot and cycling through your skills won't do the trick.
Hell, if neccesarry, give me back 2h Tiamat Fights, or old school Bahamut v2, before the zerg shit started.
But most importantly...just give me something to do that won't be done first week and will just be redone every week for the sake of meaningless equip.(if they actually adjust stats in 1.18 the gear might make it longer lasting, but who knows yet)
What am I expecting from the 2 "Dungeons"?
Well I will give you a run down of what I expect in the R50 one.
1 - Any R50 can solo it.
2 - It will be filled with Dodo's, Puk's, and Sheep.
3 - You can run straight to the end and not fight anything.
4 - At the end you fight Big Dodo which is a Dodo 1.5x bigger than normal.
5 - If you don't want to fight you can parley.
6 - Upon Big Dodo's defeat you will be granted the Dodo Hat which has a Piety +1 stat.
7 - Hat will have 100% drop rate offering zero replay value.
That is what i am expecting so if we get anything more I will be happy ^^
Hope its like:
-1-2Hr Long
-Dynamis Type of Battle set up
-Bunch of mobs on the way to Boss
-Crowed Control: Need for multiple tanks, Linked mobs, Need for AoE Sleep.
-Random drop of Potions and Stat Boosts(temp items)
-Boss that can 1 Shot Tank
-Final Reward that can be either Crafted or "fixed" to attain full strength.
good rewards.
I'm expecting to have some fun. Hoping for longevity and a sound head crushing the first time i step into the r50 geared dungeon
I am completely expecting the second option, in addition to questioning myself yet again as to why I bought this game...
i hope it can be longer than an hour, it doesn't have to be for everyone but, if it's only an hour that's gonna leave my group wanting more. The mini nms took us less than 2 days to get all we wanted out of, just want something with more longevity.
I'm expecting a cave like Cassiopeia Hollow, with few monsters.
I'm expecting dissapointment lol j/k?
I prefer something like "Valkurm-Dynamis", need strategy to win. Farm or Clear the stage to get access to next dungeouns !!
Myself honestly, can't do 3hrs+ event anymore (>.<)
I'm hoping for a salvage like system, but with more generous drops.
Instead of random drops like XI's salvage, make things a bit more direct to obtain.
2 months to obtain a FULL 5/5 set of JSE sounds about right.
But maybe im asking for too much depth. (3 base mats = 1 JSE piece, trying to include crafting here...)
Im expecting a cut and paste hall or cave where you see the same left and right turns everywhere you go. And to change it up a bit...they will put a 4 way intersection here and there. But seriously, I really do hope Im wrong and they are something cool and fun to do as well as explore.
Hopefully they require some kind of brain power and tactic to get through. Trash mob gring to get to a boring boss, is not cool. I want strategy and organization, and teamwork to count for something in these dungeons.
What ever square releases needs to at least have enough longevity to it to occupy a hardcore/semi-hardcore gamers in-game time while SE completes more content to feed our unending appetites.
If these dungeons are like a WoW style dungeon (not saying they are bad) and they are only adding 2 of them... a more hardcore endgame focused ls will clear their entire drop list in about 0.5-1 weeks tops. {meaning they spent how long working on a dungeon for about ~15-20hrs of content}
Now if this dungeon is something that will keep the playerbase appeased for say 1-2 months, while they make the dungeons in the other zones and other content, they can get the new content out just as people are finishing the old and keep up with the players. Or if it is like a FFXI dungeon/Raid it will remain worthwhile for 6-12months and the content just keeps building up more and more until it is impossible to run out of things to do.
As others said the lesser NMs(lower lvl nms) with their crazy fast spawn and semi decent drop rate simply was too short lived... was enough content for me to fully gear my 36 person linkshell in about a month. Note we only did these like 2-3times a week tops.
So all the NMS SE added where only say about 40hrs of content. I pray this is not going to be a repeating theme, because of it is there is simply no way without SE putting double to triple the development power into churning out content that they will be able to keep up with the community playing the game.
If a player beats the game, well they move on to the next game. This is the deadly part of a casual mmo and one of the reasons so many fail (rift is actually starting to face this now, they are struggling to release content fast enough now). Casual content is all short lived, and unless the game has years and years of content... people simple max out their character with the content in a short time... and are forced to take a break. Break gets too long they move on to a new mmo. {WoW example: New Expansion raiding guilds burn through it gets everything, 1/2 of the guild takes a break until new things release... rinse and repeat} <= that is not a good thing in a mmo.
You hit all points dead on.
Oh, and as far as rift goes....
http://www.youtube.com/watch?v=_qMLC...layer_embedded
A Dungeon where you need tactic, strategy, and teamwork to move on. not just killing some mobs and going to the boss. Actually maybe The Dungeon could be split into 10 Parts, whenever you finish 1 Part[Each Part has 1 Boss] you have a chance to save your [Point/Part/Position/floor] and quit, or keep continuing to the next Part with an Advantage such as +1% Droprate, etc XD If you can't finish 1 Part(Run out of time, Party Wiped, etc) You get a Game Over Theme and needs to start from the last 2 Point, or If you're still on Part 1/2 you'll jusst start over completely.
What I had in mind was kinda like Bonus Dungeons in various games. I would very like If the dungeon needs Brain to be completed(Maze, maybe?), and by this I mean like in games where you have to turn on switches, place weights, etc(Zelda reference) Maybe at some point you need to leave 1 People to continue and can only rejoin If you defeat the Boss. Seeing secret Bosses and Hidden Mysteries/things after completing the Dungeon would be very fun! and I think they could add/input some Lore to go with this imo.
http://forum.square-enix.com/ffxiv/t...uture-dungeons
this thread is related to dungeons, and has some great ideas in and has a dev response as well for those that are interested.
Heres what I'm hoping for, wishful thinking?
Difficulty and timespan
In terms of difficulty I think I'd rather start slightly more difficult rather than too easy.
If linkshells are clearing the instance on their initial run then thats just too easy.
It should be clear to SE that we are probably eating up content faster than they can put it out, this instance needs to have some longevity.
For timespan what I mean is how long will an average instance run last, and also the reset timer on it.
I think 2hours for an average run (once learned) is reasonable, since the beginning of the XIV the word casual was certainly spoken alot.
Personally I'd rather have a set of smaller instances in tiers or levels building up the progression. But since the singular word 'instance' is all SE have said I can only assume 1 zone for now?
Also how often will the instance refresh, given that most people don't really have much to do just sitting around trying to HQ things, this is highly anticipated.
I think at least 3 times a week for a run in the instance, a 24hr timer that might be too much of this new content I feel.
Encounters
I use the word encounter because the word 'fight' sounds so boring like most of the regular NM fights, they're a simple routine.
An encounter with a boss should test a linkshell and the players, both their ability to function soley and as a group.
It should give the group a real sense of acheivement on victory.
Encounters should teach the shell various elements of combat, using their heads and their ability to react.
Itemisation
There needs to be a good spread of items.
The itemisation that came with the December NMs were pretty awful, nothing for mages and the rest of DPS.
Any 'mage only' players doing NMs in a LS operating with a DKP system are probably sat on a bunch of points.
There needs to be a good distribution of loot for all classes.
Interesting to read all the thoughts and discussions going on in here. I can tell you guys that we are planning to post a Topics article on raid dungeons in the very near future. :)
Near future........ WRITE A DAMN DATE!!!!!!!!!! wth... <.<'
I hope we get lucky and we get dungeons that are not entirely static. I'm hoping for something where we can do the same dungeon ten times and experience at least mildly different scenarios. At the very least I hope this isn't just another guildleve when you pick it up and go have a 30 mins timer and finish in 7 minutes..
Things I would really like to see:
- Multiple Bosses
- Multiple Paths
- No time limits
- A place to gather and meet people
- No levequest counter
- Puzzles
- Chests
Most Importantly, I am hoping these Dungeons take a page from Nyzul Island and have progression levels. Each time you win or complete a puzzle you open up more parts of the dungeon to explore. I'm not looking for a 100 floor tower climb, but I want to have to put in a serious effort to finish these things. If we are lucky it will take months to finish, not hours..
It's what they call them in JP. Raidodanjon. Raido alone probably sounds unfamiliar or something.
AF gear for Jobs.
Enough talk. Have at you.
i understand your point, but don't forget the gamers are the ones the company should be trying to please not the other way around. i understand the worry that things may not come out when announced to come out, but i think most would be happy with an outline of what is planned. look how close we are to dungeons and jobs and we still have no more info than when wrote about a few dev letters ago.
would it be a bad thing for them to give a basic outline of what the plans are for it? i don't think anyone wants a walkthrough of it, but saying it will be part of a series of quests or it will follow the questing that leves set forth would give people a general understanding. even things such as jobs. what jobs are they planning on incorporating initially and what requirements for the other classes would be something to go on.
right now we get something is coming, but we won't tell you what or when. stick with us with the game in the shape it is in and trust us that we will get it corrected.
this was not a bash on you bayohne because i respect the fact that you came in giving some sort of information. i just wanted to point out how alot of the people playing at this point are feeling without doing the normal flames on each other we are getting.
There is a difference between a basic outline and a detailed outline. We already got a basic outline. What we seem to be asking for is a detailed outline.
The development Team doesn't want to give out a detailed outline. That's likely so that if particular detail or feature isn't working out in final testing (like Beastman Settlements), they can yank it out, and if some other feature scheduled for a later date is testing very well ahead of time, they can include it (like Market Wards zone expansion) ... and it won't look like they deliberately back-burnered Beastmen Settlements to put in larger Market Wards on patch release day.