Probably not the case but what if switching is only allowed at certain times...being an instance not one of them...
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Probably not the case but what if switching is only allowed at certain times...being an instance not one of them...
I guess they should have showed the other raid instead, since it has a new type of environment
I don't mind repeating content if it's designed in such a way that I'll continue to enjoy it multiple times. The loot systems of the primal fights and the overall design of Darkhold frustrated me, so I didn't partake in them nearly as many times as others have.
As far as why do I run instances? All of the above answers. I want to group with my friends, I want to get shinies, I want to experience the story behind it, I want to have fun. However, I don't find running through 30 packs of monsters numerous times fun or innovative. Nor do I find the loot system for primal fights to be anything more than an artificial means to extend the content. I don't want to do a fight 50 times only to drop an item 5 times for a class I don't even play and not get the one for my main class. At least in WoW a boss was GUARANTEED to drop something, unlike some primal runs I've done where the only thing anyone got was dark matter.
Somehow I doubt there are enough active players to accomplish this, but I don't know the capacity of the instance server. I don't think I've ever run into a case where I couldn't get into one though, unlike WoW where I bash myself against the portal trying to get in on patch days.
Read maintenance log...store your materia gear...that should be more of a prominent post...store it or lose it!!!
That looked like a snore fest, really hope the other actually at least looks fun.
Was just thinking about the assumed mnk 'charge' ability. Would kinda make sense for them to implement some kind of ability for us to get within melee range of a mob what with alot of complaints about us constantly having to chase down the mobs. C'mon sexy charge+tp skill~
EDIT; Also wasn't one of the mnk skills supposed to be a "hold" skill or something where you basically expend mp to stop the target moving/taking action (also stopping yourself doing the same) perhaps this is it and it also 'teleports'/'charges' you next to the mob for it to be executed at which point it becomes a dual use ability. Pure crazy speculation but patch is coming soon and im excited.
What part of darkhold was bad design have you not read in my posts?
Please link me to where I said "I wanna train all mobs to the boss"
Darkhold is the only time you have trained mobs in a timed instance I have ever seen, a well designed timed dungeon has mobs placed and enough mobs so you fight your way to the boss, and if you have used a good stratagy you have time to kill the boss.
Look at my FFXI examples:
Dynamis, you had to kill the time extention mobs, you had to time your pulls right, you had to take the right routes to win, if you wiped too much you would time out, if you didnt because of good stratagies you would win and have time to farm.
Einherjar, time was very tight, one wipe and you would likely time out so you had to make sure you could take the slew of mobs attacking at once and keep high dps to kill all of them and the boss to get the treasure and the win.
Nyzul, Admitedly alot of luck was involved but you had to correctly coordinate your party for lamps, kill all floors you had to have high dps and know when to split up etc etc.
Limbus, Too many wipes again would time you out you couldn't run through to find the mobs to open the portal, you had to stratigicly kill them where you would not aggro others, or in extreme circumstances run round specific ways.
These are all well designed timed instances none of which are soley train all mobs to get to the boss.
Darkhold was just badly designed, I hope the new dungeons are well designed so we do kill the smaller mobs to get to the boss.
In before the "train mobs until you get to the teleport"
I hope after 2.0, we will get alot more variation in the dungeons, meaning not only different mobs, bosses and location, but also different gameplay.
Instead of all being 1h timer 8man 2 boss with skippable trash, they should mix it up with 4 and 8 man(and more?), have some set timed and some with time extensions etc as well as no limit ones that can be used for exp groups.
More variations in objectives would be welcome as well, like key & chest hunting, simple puzles, randomized rooms, mini boss encounters, optional and secret bosses.
I realy hope SE gets creative with end game content in 2.0 (you might dislike XI but it had good variation in gameplay between different kinds of instances) instead of only 8 man content and raids all with the same rules.
Don't camp my post !! :P
You will notice by the time I edited we to some you had already got the wrong end of the stick and posted.
I can only hope, btw I didn't dislike FF11, some of the stuff like MMM was really cool and I would love to see that in this game.
Jinko is just trolling us now, as far as he thinks everything SE does is wrong, I love how he didn't reply to my post.
Yes I need more TIME !!
Oh here we go you didn't like something I said, so now I'm a troll, don't be baby!
I missed your post I will go back and look for it, I cant reply to everyone ya know /grin
Edit:- Yes I agree with your post, DH was very badly designed and you are correct that the time extention stuff in 11 was pretty good.
That being said we will soon see what these new dungeons are like then perhaps I may have more weight behind my post, perhaps not though :D
They are most probably focusing all of their "environment designers" to 2.0 development...
At least I HOPE thats the reason
As opposed to a penalty... there could be incentives to having all jobs present
So it's not necessary but it is helpful
like this
*shameless plug alert*
http://forum.square-enix.com/ffxiv/t...-Battle-Theory
Yea incentives would be better, I liked the idea Firon had abouteach class bringing certain stat increases to the party.
Like Dragoon bringing a party wide Crit bonus.
Just like some suggested to make the mobs not return to their spawn position.
Like Chyio said in WoW you can't do that because the mobs don't reset which means if you aggro something you either kill it or you die, I think in 11 they didn't reset either.
I don't think the timer is the issue, as Delsus said its that the DH is poorly designed and that the mobs have a short leesh and reset so fast.
I'm totally in favour of tim extensions like Dynamis used to have, we all know how badly pulls could go in that :P and they would chase you down til you were dead.
Which means people have to take care with what they are doing unless they want to wipe the group, Isn't that more fun than training mobs for "speed runs" ?
As repsonce to people about where a Chimera can or can't belong.
In various fiction Chimera often show up as bio-engineered/magicaly/alchemic created monsters and can thus fit to be found in any location, rarely is a Chimera natural to the fauna of the setting. : >
at the end of the day the faster you clear the content the more chest you open = more chances for loot. In my experience people choose the safest way til they learn the fight better. After being able to clear the content the goal is usually to improve speed. I don't know anyone who ever says, "i wish we could do this slower"
The biggest reason they can't do this is because although it might look like it's a single zone due to seamlessness, it isn't. In addition to the long 'corridors of loading', there are small quickload areas all over the place, hence the reason why the stats of your fellow party members go ???? the moment you're decently far away from them even if you're in the same zone (remember how in FFXI you could see the PT member's HP/MP even if they're across the entire map as long as you're in the same zone?). And because mobs can't cross these quickload zones, they have to be leashed.
That's how I understand it, anyway. I could be wrong.
By the way, this issue could be solved if there are enough of this 'teleport quicksands' and you have to have no enmity on the mobs which are guarding them before you can teleport, which seems like the case in this raid.
But, as many others have pointed out, it really is useless to complain until we have actually experienced it first hand, and have done so at least several times.
Mobs despawn in XI if they aren't NM tagged (Impossible to Gauge), something people wanted mobs to do because they got tired of dying (aka, MMO gamers are pussies now, I'm sorry lol.)
As for Timed dungeons being stupid, it's not stupid at all and nor does it make you rush it makes you manage time better which you'd do regardless of a timer or not, no one likes to waste time.
As for Chimera...typically in FF games you can find them in a desert like area (not always, but there's always that one corner of the world where there's a desert and a chimera waiting to rape you.)
Irrelevant, but you can complain if you want.
It's difficult if you are making first dungeon for your new game. Not, if you have premade tools and some assets, even less if you have just to reuse all of your assets.
AI is already created, reuse it or modify(applies only to final boss) and reuse. Indeed, creating tons of new mobs is time consuming, but we are talking about a few. They could've just modified them, but they didn't even bother to recolor them.
It just set of few new skills and armors, nothing major or groundbreaking. And it's nothing new for dev team. Don't try to exaggerate things.
Most of the new crafting items are old/recolor items with new recipe and/or name. Nothing surprising about chimera:
a)we knew about dungeon ways back
b)old high rank dungeon have 1 unique boss
I did expect get some new thingies... and we only got 1. Notice how our views differ?
Whole 3 minutes and nothing new. Do you know what for promo video are used for?
Sidenote: you assume quite a lot yourself.
offtopic and irrelevant.
example: You don't like/criticize my something(car)?!
If I threw any of you complainers into the car design and assemble room I wonder what I would get in 1 year ... no wait 6 years time. You might actually spend 2 years just to design car's bumper.
Someone says something I don't like = troll... My sides.
P.S HALP! I'm about to be attacked from all fronts!
Crawler trains were the best. Someone dragged a soldier, knight or rumble crawler to the Rolanberry field zoneline, which caused it to link with the non-aggro crawlers, so you have an amry of crawlers at the zoneline waiting to rape anyone, level 38 or 75 that enters.
You think 50 minutes is bad for a timer, try 2 hours of being locked out in an open world dungeon til a GM removes the mobs or a bunch of 75s get brave enough and kill em :D
The bosses look great. Really excited for it.
By steam train....
I think you mean....
DOOM TRAIN!
http://www.ffcompilation.co.uk/ffvii...doomtrain5.jpg