I would love to see quests like that and seeing other people in there you could momentarily work together to get through harder clusters.
Printable View
I would love to see quests like that and seeing other people in there you could momentarily work together to get through harder clusters.
Rather than try to retrofit the existing dungeons to be explorable, which is difficult to make open world anyway due to the massive changes made between the Normal and Hard Modes, why not create something entirely new?
I think the random generator would be the better way of making it work. However, I'd go one step further. Perhaps Neverwinter's Foundry system could be investigated and elements of it applied here to our Open World. Mainly just the delivery system by which players can accept and undertake the player made quests.
You could have a DoLand class, perhaps "Surveyor" that gains EXP by searching the world for areas to explore through "clue nodes". Once the Surveyor has discovered a location to be explored, the system generates a fully random (in theme with the zone its found in) zone to explore, populated with mobs similar to those found in the area also. There would be several different archetypes, such as Monster Lairs, Cave Systems, Old Ruins, Hideouts etc.
Once the the entrance has been discovered, the Surveyor who found it can create a Map to the location, which can be sold on the Markets just like the Treasure Maps, and accessed via the system used for Housing and Waking Sands. The Explorable zone could work much like the Dungeon System in the .//Hack PS2 games, whereby you have several floors of baddies with a chest at the end containing random goodies appropriate to the level of the Surveyor who found the place. The number of floors could even be randomized, so you'd never know just how deep it went, until you got the end.
Perhaps they can even have these Zones that are tailored to certain Jobs. For example, a Surveyor discoveres a mineral rich cave system, and a Miner buys that map, gathers some Miner friends (and maybe some DoWs for protection :P) and delves into the cave to hunt for materials. These areas could be used to drop some of the rarer materials, like the Light Steel and whatnot.
For Botanists, the area could be a hidden location of a forest, or oasis that yields rare plant materials.
I'd love to see a system like that. Maybe even allow these random generated zones to be found by multiple surveyors, whereby if several players buy the map for the same place, they'd end up running into each other.
As much I like open-world dungeon, explore what? FFXIV dungeons are basically a straight line!
You make a great point. The straight line design is not ideal for open world style dungeons.
Probably better as the poster above mentioned to make new areas.
Still, using the existing graphics would save the development cost of creating new materials,
so... a reskin of some kind?
I love that idea :). I'm sorry but that was a great idea :D
Your right it would be a lot easier just to make new areas in the way that you stated.
There are so many ideas in this thread be amazing to see SE sometime next year or in a new exp pack take some of are ideas that we stated lets keep the ideas coming.
Thanks for leaving a comment as you can see this thread isn't about making FFXI.2. This thread is about giving more ideas to expand on what SE is working on when it comes to open world content which Yoshi P has already stated that after 2.2 they are slowly gonna start working on. I love FFXIV its the mean game I play on my PS3 and will be the main game I play on the PS4. So if you have any ideas about open world content leave ur idea. This thread isn't about having a forum Thread war about wanting a game like FFXI.
Wow lol this thread still here hasn't been deleted lool will bumb it to keep it alive...
XIV's dungeons suffer from the same claustrophobic tunneling as its open world maps do. So many invisible walls guiding you to very particular points of an area... In That Other MMO, while the dungeons were often fairly linear, I at least felt like I was exploring the entirety of the location, instead of just a tiny fraction that devs have allowed me to see.
I'd settle for something as simple as when the last loot chest has been opened and the loot claimed all the remaining mobs and leftover chests despawn. Then you can explore and look around where you maybe have never been and take in the sights.
Allowing gathering or mining in an instance can end up being a problem since it would end up being botted with no one to report them.
i would do anything .. anything .. to have open dungeons .. so me and my little chocobo go in and explore !! i'll be HAPPY
Yea that would be amazing. And if it was done right Duty Finder would need to be removed. They could even just give us dungeons that are not instance based and have nothing to do with Duty Finder. Give us the best of both worlds. This is another idea it means anybody that would like to explore an open world dungeon can and if they made it so there was no invisible walls that would be even better. There would have to be loads of them ether if each zone had about 1 big one 2 medium sizes one and 3 mini ones. I don't know when it comes to scale what Yoshida san and his team base it on. Depending on the sizes of the zones depends how many there are.
The spriggan cave in the central shroud would be a good place for an open world dungeon.
Random generated content is awesome, but if it's to be any good it usually becomes a bit complex (as in, a staple/focal point of many games is random generated content). I doubt it will be implemented anytime soon.
I would like the ability to enter the dungeon at a higher level and steamroll through it myself. I really enjoyed doing this in WoW to farm for gear that I wanted for transmog or just for fun.
I'd love to see more extra elements. Like having to do special mechanics in order to open a gate to be able to fight extra monsters, an extra boss, get extra chests and what not. Dungeon rewards should be dependant on the amount of goals you have accomplished in it. If incentives are good enough, it also might reduce the amount of speed runs people are doing.
Because Tam Tara (Hard Mode) in patch 2.3. They weren't removed, just blocked off to make it more linear for new players.
I'd mention how Lost City is also 100% linear, despite being the top tier light party dungeon, but...oh, wait...darn. ^_^
This is why Sunken Temple is one of my favorite dungeons. It's weird, because you start with simple, linear dungeons for the teen levels, then you get stuff like all the little optional side tracks in places like Haukke, Brayflox, and Sunken Temple. You even get a choice of two different paths to take in Toto Rak. The mid level dungeons are very well designed. Then you get to level 50 and you're back to simple linear paths, even in the so-called "hard" versions of those previously well designed dungeons.
With so many new dungeons in this game including the ones from HW makes me wanna explore them even more. So questions is will any dungeons in futer ever open up and become more like a opened world dungeon. Yes I know we will get The Palace Of The Dead which we'll be avaliable for soloing.
(吉田さん度もありがとうございます)(*^o^*) for adding this been wanting a dungeon I can solo since the game first lunched.
Question is do you think eventually we will get dungeons where you can explore and even gather or mine in?
Giving us a game with a more opened world fill.
Holy Necromancy.
I do not think they will make dungeons you can explore, and gather in due to the fact it can be botted, and fills up the instance server.
I'm still for this. I loved the open dungeons in 1.0 and they're one of the things I miss most, along with ever-present NMs. NMs done in such a way may no longer be reasonable with the direction the game has gone, but I still like the idea presented in the OP of being able to revisit old dungeons that have been repurposed from instances into being actual zones. It's one more reason I'm looking forward to Deep Dungeon/Palace of the Dead/Midlight's Deep/Pick you own Matsuno reference. More exploration is always nice.
Not if they do it open-world. Then it would be like every other zone.
https://www.youtube.com/watch?v=3TbMKC8QZo0
https://www.youtube.com/watch?v=928KPq-vXtg
contents that can be in a open world dungeon:
Battle leves
NM FATEs that start if enough normal enemies got killed
Treasure Chests where you need a key you can get from the NM FATEs
Locked room where you can get the key for it from a treasue chest by chance
A Boss enemy in the locked room
I've wanted open world dungeons since launch. Exploring the nooks and crannies of some underground lair, or some evil stronghold. Finding chests, hidden rooms, maybe coming across a rare node to snag. Teaming up organically with random people inside to take out a hard mob that's blocking the way deeper in.
I also love the idea of grabbing a couple friends, and not needing specific numbers and specific roles, and exploring/killing stuff. Had really high hopes for diadem for this very reason but it didn't exactly match the hype.
You can do this; just select undersized party option in duty finder and you can solo it.
Unless you mean the ability to explore without any enemies that would be nice for photogenic players like myself who love taking screens hot of the amazing views this game can offer! That would be great to have!
This would be a really, really cool thing to see. So many places to hide and explore and run into people... as well as given tons of excuses for people to be visiting them for gathering, exp, acquiring minions or even collecting.
Fully supported.
It's great seeing that this is something people still want. I hope SE read this thread. I notice that this could work if they did it right.
Yes the necromancy is strong with this one. I was reading the OP and they were mentioning about how the game came out last year and I had to think for a second.
Anyways! This could be done fairly easy with many of the underground dungeons since they don't take up any above ground real estate. Doing this for an above ground dungeon would probably take lots of map and terrain redesigning.
I could see these dungeons being their own zone like any other zone but only open once the player has completed the dungeon and cleared out whatever big threat was there. After that normal mobs or people would have moved in and made their homes. Slightly more valuable gathering nodes could be available or maybe some higher value fates where the main bosses used to be. Think of it like a wildlife zone with no actual purpose. It's just a place to go and do things.
This could also open up the option for new kinds of dailies. Maybe something like the threat that was present before the player cleared it out is coming back and needs to be dealt with.
I wonder if in future this might ever happen since the game has changed so much.
It's not going to happen, the development team made that clear back during the Beta - on the long defunct Beta forum they were asked if there was going to be open world dungeons added and they categorically said "no". If it was on their agenda, I think they would have said something by now. It's time to face facts, instanced dungeons are here to stay and you are not going to see open-world dungeons again in this game. That's just being realistic.
Besides, if you want to explore a dungeon, just under-man it at level 60 and run around the place to your heart's content (or at least til the timer expires ;)).
Nope afraid not, only the minority want open world content :S