I'd rather have dungeons and content like how they're done in the .hack// series...multibranched instance with a treasure chest at the end where you fight the endboss. :p
I'd rather have dungeons and content like how they're done in the .hack// series...multibranched instance with a treasure chest at the end where you fight the endboss. :p
Nothing wrong with "western MMO dungeons" (lol)- it's only a problem if all we're getting is quests, instances, raids from now on. Same shit, different boss, maybe a small story to go with it, for 5+ years.
Raids are fun, but I don't want the game to get stale. Various different events and systems will make the game amazingly varied and unique. Raids and basic lore quests can be one of the systems, I don't mind at all.
It would be very nice to have a reward alongside that of Equipment. Providing players with SP/XP in Dungeons around different levels would be a nice beneficial side to hopping into one after doing Crafting/Behest for a few hours or what not.
Either way, great news; greatly look forward to more information/content.
One of the things I really did appreciate in FFXI was the fact that more than one quest, or one boss, or one NM resided in a particular dungeon. Dungeons were not just "one-hit-wonders" that you never went back to after you completed them. They were almost alive.
A dungeon would grow in the sense that every time you had to go and do something in a particular dungeon, you had to go to a new area that you never went to before ... or only passed by your first time around, because you didn't progress far enough in either character or storyline (or it was just too bloody dangerous).
I would appreciate seeing that "depth" once again in FFXIV.
I'm looking forward to these dungeons/raid events...but well, i'm really hoping that you guys are planning this content for more than 8 man parties.
I mean, the 1.17 update is really nice and party's member limitation needed to be lowered. But its going to be a pain for some quite middle or important ls to plan such events if you can only enter with 8 ppl. Its all about fun, cohesion and management.
I'm really concerned about that.
(nb: sorry for my english !)
I think gear does need to progress to some extent. After a bit in FFXI, when I got geared up, I wondered what the point of continuing to try to seek out gear was, since it was all roughly the same strength and took up oodles of space in my inventory. Yes there was storage, but you needed full sets to use it. While it is good for you to be able to use armor for a while, at the same time the game should reward players for not resting on their laurels.
I'm all for dungeons with a bit more depth, but at the same time I have very bad memories of just sitting there, for hours, doing nothing but staring at a spot where the group MIGHT get an NM but oftentimes didn't. This just wasted a few hours of their lives for absolutely nothing. This was especially bad since when the window approached you'd be yelled at to "focus" and couldn't even talk to pass the time. That was not fun at all, and if instances completely eliminate ever having to experience that again, I'll be more than happy.
If the boss fights are challenging but not ridiculously long (you know which boss I'm thinking of when I say that) I'll be thrilled.
i would love thar maybe instace dungeons similar to how .hack is where you have a word phrase that transports you do a dongeuon with various themes and layouts similar to .hack :3
that game got me into mmo since it simulated one. So i always give props to it.
btw ffxi had tier gear...
it was artifact gear. you had the base which was around 50 then the af set from dynamis, then the af set from aby. (which is fairly challenging to get.)
Seconded. Not to mention some of the instances were nifty in their own way (granted, the current generation had trouble recognizing the Raiders of the Lost Ark reference in Uldaman and seeing why Emperor Thaurissan dropping an invisible cape called "The Emperor's New Cape" was so funny).
You know as well as I do that this sparks useless and senseless drama and competition. That's not something anyone who has seen more than one MMO needs more of. I grew bored of that during Lineage II and got sick of it when I saw the same crap in FFXI.Quote:
Outdoor nm's/hnm's, outdoor end game zones(sea/sky) etc are also a ton better than dungeons for end game content, imo. It makes the world feel more alive, it makes it feel like you're playing an MMO, it makes it feel like a real world.
o.o please no ; ;i would die if it was like that i would never quit FFXIV :) Becuase .hack dungeons where awesome. I think .hack would have been a sweet online game if they had more money.
So you enter the Dungeons with your friends and the map is not clear as you go you open more ports of the map and go to diffent levels with in the dungeons and Fight Mobs and there a big boss at the end then you open the chest and you get your items. Each time you redo the dungeons the map is reset with a diffident layout and there no way to tell what layout it would pick next.
I can't wait to see how these dungeons are going to be when it comes out.
Was there any word as to whether the dungeons are related to Grand Companies or are they separate content altogether? I wonder if the beastmen tribes will play a big role in those dungeons, but I hope they add a lot more beast tribes free roaming and maybe some human mobs in some regions perhaps from the Garlean Empire.
I agree 100% instanced content is horrible in a game like this. I loved the way XI's world feels absolutely massive because the dungeons are part of the world and not just some game-y levels you warp to.
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.
If FFXIV have the type of mission/quest FFXI had i would enjoy it a lot if it just walk around and way to casual then it be lame.
I personally would like to see some maybe zelda style puzzles to break up the constant mob killing. It would be intresting to see how a 8 man team (or whatever the max party is now) handles logic puzzles that they have to work together or even split up into smaller groups to solve.
Runic Lamps please!!!!
Tomb Raider-esque dungeons please! Oh wait, we can't jump because this game is a P.O.S.
In that case: puzzle solving that involves mages casting spells on certain objects or dispelling magical barriers... and basically anything else that isn't just killing 32984252 trash mobs to get to the main event.
You should try DC Universe you just perfectly described an instance in that game, jumping, scaling walls and buildings, dispelling, ect. Personally i want a challenge and awesome story lines, i could care less if i have to jump up a pile of dirt to get to a boss, or if a fork in the road with Latin words saying go right in a riddle exist. Don't get me wrong though, if SE did implemented mazes and puzzles i would not kick and scream i would enjoy it, I'm just saying jump for that function is not at the top of my personal list of content additions.
Just something to think about, FFXI had a lot of mazes... and basic puzzles. Last but not least even with the implementation of puzzles and mazes they would be learned in a mater of a week and would no longer be puzzles and mazes.. just time sinks.
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 ^~^