http://i66.tinypic.com/dwxc7d.jpg
Why not..?
Hmmm... They already thought with the first version.. :P
http://i67.tinypic.com/qp017d.jpg
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http://i66.tinypic.com/dwxc7d.jpg
Why not..?
Hmmm... They already thought with the first version.. :P
http://i67.tinypic.com/qp017d.jpg
hey op.... are you new here? never talk about FFXI stuff in FFXIV topics, its a taboo. People will start telling you "this is not FFXI" or "FFXI forums are over there" an other stuff to invalidate any suggestion related to XI.
RUN RUN!!!
--edited to add a serious response
That said, I would like some kind of in-town instanced dungeons
tyyy but.. The only thing I imported has been the name... (to enable them to get an idea.. xD)
I woudn't mind something like that but I'd like to see a revamp of how they handle instanced content first.
I'm sick of being funneled through a linear corridor in intersting areas. I'm always so bummed that the lost city of Amdapor is just a dungeon and not a zone I can explore.
Not everyone knows this, but you've got 10 minutes after every dungeon to explore before you're kicked out. Not enough time to poke every nook and cranny, but if there's some feature you really wanted to get a closer look at (or take screenshots in front of) you can do so in that 10 minute window easily, especially if your group full cleared.
Having not ever played much open world dungeons in my mostly F2P MMO career, WHAT do you even find in an open dungeon? From what I hear it sound about a big a sham as "horizontal" gearing
Yeah, that's my bugbear with the current dungeons too. In fact, i'll go as far as to say it's my problem with the entire game as a whole. Everything is too darned linear, so there's few, if any surprises.
Early dungeons like Sastasha have a small element of exploration (one big chamber in particular has multiple areas you can visit), and Toto-Rak has an extra corridor (albeit parallel to its sister route), but that's about the extent of the exploration offered. Yeah, I actually feel sorry for those people. Most of them haven't had a chance to form their own opinion, so they jump on what's "cool" and hate on the game even though their arguments prove they've never even played it. Because they arbitrarily hate the game, they automatically dismiss any suggestions from it no matter how good they could actually do.
The odd part is, FFXIV seems to be divided into two camps. There's the one side which wants everything to be ridiculously easy and finds anything remotely challenging abhorrent. Then there's the other side that covets their savage modes and hisses at anyone trying to weaken or diminish their precious content because it damages their ego. The few that toe the line between those two are the ones that get abuse from both sides. There's a fourth edge to this coin, I suppose, which are people who have no idea what they want and just appear to play devils advocate in every conversation but I like to think they fit into one of those three categories at least on a personal level, even if they never share that opinion.
As for myself? I just want more things to do, and I don't mean disposable dungeon content with a linear design that you do once and then autopilot it endlessly for tomes. I totally support the idea of having some kind of town raids or bringing back Hamlet from 1.0 (something that was discussed, but never done). We definitely need some kind of dynamic content in the game, because when you get fed the same thing for two years in a row, it starts to taste stale.
i would love a dungeon to explore, but because i would be forced to either not explore it (my first run) or explore it (after my first run) i would hate it.
exploration to me is great..the first time afterwards nope no more take it out, so in the end i would rather not have it outside of open world, dungeon wise i just want to get in and get out because we will always be forced to run it to get the best or second best gear (tomes) and i want to do my daily roulette and be done with it.
like teleporting you explore to open it up then bam no more exploring because...well it's pointless so we get to our destination fast afterwards because we have seen it already.
We can ask for both legit dungeons and Dynamis. Plz don't prioritize requests of others like the rest of the forum jerkholes.
It'll definately make 14 a bit more exciting if mobs actually roamed the cities though I never heard of Dynamis exactly. What would happen in this mode?
-You find danger zones, places you don't travel alone or unprepared.
-Hidden treasure chests in deep areas of the dungeon
-Dungeon bosses at the center or far end of the area
-Rest spots in areas after you take on huge mobs or take too much damage running away allowing you to catch your breathe for the long haul
-Other players who can help you on your path if 4 people weren't enough when you started
-puzzles that reset over time to open doors and paths
-special items only found in that dungeon (and in specific areas of it, gathering botany etc.)
-and every enemy mob does NOT drop a piece of gear that's equal to the average level for current update's extreme mode primals.
-Exploration < --- pretty much that, something we don't have in XIV dungeons or is a joke of the concept. :/
In FFXI, Dynamis was a set of endgame instanced dungeons (they were the first instanced dungeons in FFXI, actually; all previous instances were just trials, and the only "dungeons" were open areas anyone could explore at any time). These dungeons took place in maps based off of the three "starter" cities (Windurst, San d'Oria, and Bastok), the intermediate city (Jeuno sort of kind of an Ishgard equivalent), and two overworld areas (Beucedine Glacier and Xarcabard). (A few more Dynamis areas were added later, but this was Dynamis classic.) In these areas, you'd fight hordes and hordes of powerful monsters that took a lot of coordination to defeat. The monsters would drop some of the most powerful equipment in the game, and Dynamis was the starting point for building Relic Weapons - a horrifying grind of a process that makes all the grinds in FFXIV rolled up into a ball together look puny. There were goals you could accomplish in Dynamis if you chose to (some of them necessary to do at least once, if you wanted to be able to access other Dynamis areas), but a lot of the time folks would simply farm monsters for their gear and currency (used as part of the relic process) drops.
Thematically, Dynamis took place in the realm of Diabolos, the Lord of Dreams. He had "rescued" the souls of numerous Beastmen and player-race folks who would have otherwise died in the Shadowreign War, and taken them to his realm of dreams. Unfortunately, his idea of rescue left these poor, forsaken souls fighting a neverending war in the realm of dreams, never dying, and never realizing that their war had actually ended more than twenty years ago...
I'm not sure I miss Dynamis, to be honest. I had some good times, there, but it was a dreadful timesink. There are many other endgame activities in FFXI that I enjoyed much more. Nonetheless, the core idea of fighting monsters inside a city isn't necessarily a bad one.
Ya i agree, i think it would be nice if they designed really big areas, and it's randomly generated paths, that take you through various parts of the dungeon. randomly generated mobs. mini event, like tonberries being attacked, and you save them. (sort of like Diablo3)
It's just so obvious and boring, with all these linear corridors and circular boss rooms.
so basically Diadem was a failed attempt at dynamis? sort of?
Yes, though not exactly in a sense that the dynamics of Diadem's mob-farming and Dynamis' mob-farming differed.
In Dynamis you still had people "pulling" mobs to a designated camp (which slowly moved as you wiped out waves of mobs), and it was almost never one mob at a time. This made Blackmages, Redmages... (anything with sleep really) important in that they had to keep mobs slept/CC'd so the rest of the alliance (several parties) could focus down the same enemy; and the enemies all had access to their designated job's strongest ability (2-hour ability) so there was usually a priority list of what had to die (a Summoner mob who used it's 2-hour and allowed it's unslept pet/avatar to use it's trademark attack would almost guarantee a wipe). In Diadem the strategy is the same as Hunts for everything other than the brachiosaurus, zerg it with numbers, maybe heal tank if he has hate: profit. Camp respawns. I'm not saying Dynamis was rocket science, but you still had to be prepared, and your alliance needed to be on the same page in most cases. It wasn't as face-roll as Diadem... Though the gear that dropped from Dynamis had the drop rate of Primal mounts... And a shared loot pool of all 20 jobs' specific armor so you could imagine the chances of what you wanted actually dropping.
I would love to see Dynamis in FFXIV! If only SE would make it a reality...
Yes, this is an important distinction to make in differentiating this from the Diadem. You need to bear in mind that the battle paradigm in FFXI was radically different from that in FFXIV. In FFXI, you pretty much NEVER fought more than one enemy at a time, if you could possibly avoid it. Aoe hate tools were pretty nearly nonexistent, and any enemy worth fighting would generally hit your tank hard enough that fighting even as few as two at once would be a strain for your healers to keep up. Imagine if dungeon trash mobs hit as hard as Sephirot Ex, and none of your tanks have aoe hate or Provoke, and you have a bit of an idea of what it would be like to fight in Dynamis. Crowd control, like Sleepga, was crucial.
Pretty much any monster pulled would bring a half a dozen or more friends along with it, and often slaying certain enemies would cause NEW groups of enemies to spawn in inconvenient places. "Learning the pulls", knowing which enemies are safe to pull and when was one of the big challenges of Dynamis, and screwing it up tended to compound the problem; even if you recovered from a wipe, you'd now have a new, larger horde to deal with, composed of all the little hordes that the puller (or someone else who edged a little too far into bad territory) grabbed by mistake. And, of course, in FFXI, respawn wasn't really a thing. After a wipe, the only hope of recovery is for folks to have preemptively put Reraise on themselves, in order to raise themselves after death - a tricky proposition if an army of failed pulls are stomping around on top of everyone's corpses!
Honestly, it was challenging in a way that isn't really reflected by anything in FFXIV. I'm not sure it really could be, either, given this game's lackluster nod to crowd control...
I agree it's pretty stupid to hate on a game that you've never played. On the other hand, it gets tiresome seeing the reruns of these topics that are nothing but mumbo jumbo about FFIX places without any explanation as to what they are. I mean, look at this OP. "DYNAMIS--> The Darker side of Eorzea. [Some pictures.]" Ok. Sure... What? Speak words. Formulate a thought. One that can be understood by everyone and maybe there would be a less hostile reception (in other threads, this one is tame). What seems like arbitrary hatred on a game could be dislike towards how the FFIX fans always arrogantly assume everyone is on board with the topic. It's not "cool" to expect people to be mind readers. It does not invite outsiders to love the game you once loved. And even if everyone were on board with the topic, simply dropping the name of an instance does not tell the readers what part of it you liked, so they might end up agreeing or disagreeing with the request based on completely different aspects of the original implementation.
Now, on the second page someone had kindly described what Dynamis is. Sounds interesting. I have some doubts about how the player base would take it considering the amount of people that bail on or hate on Aurum Vale, Steps of Faith and ARF. If it's not mandatory I imagine it could bring feelings of nostalgia for some and freshen up the game experience for others. Well, mainly for those who have enough play time to sink into planning mob pulls and who accept only being able to take a break in safe zones. If it had a scaling/flexible group size, that would ease the time and scheduling expectations a little. I wonder what kind of a reward system would appeal to those with a lot of time in their hands and an urge to fight and explore something.
Hey this isnt FFXI, take that somewhere else over to those forums.
LOL but in all seriousness, I would like Dynamis here in FFXIV.
Dynamis could work in this game. I imagine it would play like the trash packs in the 24man raids.
1. Mobs should not have excessive HP
2. Some situations try to encourage each party to fight its own mob(s) before focusing down a mini-boss of sorts.
3. A key difference to the 24man raids would be: make the event more endurance based so there isn't really downtime or long empty halls to run through, don't split the mobs into packs basically.
4. Have a short timer that increases by clearing mobs, it will encourage players to keep pressing ahead.
That's another point of Dynamis. The event starts with a short amount of time left on the clock, and the more you clear the more time is added to the clock.
A neat part of the time extensions is that a certain mob has to be killed to get the time extension. There might be 5 or so mobs in the entire zone that give a time extension. It would be up to the raid to decide which way do they want to go. Go for the time extension or go another way to kill something else. This would work perfectly in 14's cities, because none of them are A to Z walkways. They are all like mazes.
It would be like Diadem in a way (do we want to stare at a Dinosaur, or do we want to complete the actual objectives, or do we want to gather; sadly I don't think you could fish in Dynamis it was only a rumour :( )
Dark Gridania....
Dark Ul“dah...
Dark Limsa....
<Hmmm..><Can I have it?>
(Please note that this is mixed with speculation about the Warriors of Darkness)
This kind of universe would be one where Bahamut succeeded in razing the land, but instead of killing everyone on sight, he instead tempered them out of the same lust for revenge as Niddhog. Another side effect is the the severe loss of Aether from this ramapase caused the entire populace to turn into analogues of l'Cie and Cei'th, becoming crystalized zombies (like the ones at Pharos Sirius, only with the flesh outright trensformed into crystal)
Thanalan would have the worse of it after Coerthas, with the desert climate being incapable of sustaining life that isn't already claimed by the Dreadwyrm or are Amall'ja. To the point where Ul'dah is melting.
Most of La Noscea would be flooded, with only Limsa Lominsa and Pharos Sirius as the exceptions, but Bahamut's thralls wage war with the Sahagin, who entered an alliance with the Kobolds
The Twelveswood, would ironically be a safe haven from this, but only because the Elementals exiled anyone that was tempered by Bahamut after using up what little power they had to shield the forest, (the aftereffects now includes a small chance at Earthquakes), Meanwhile the Kobolds after the floodding of La Noscea retreated to O'Ghomaro an now sought the Shroud as a new place for expansion (particularly Gellmora) while helping the Sahagin caim the land they themselves failed to claim
Coerthas is already changed form the Calamity in "Hydaelyn Prime", but in the Dark version, the frozen wasteland persists and became the new north pole, causing not only magnetic disruptions but also the empowerment of ice-aspected aether.
Dravania likewise affected by these changes with rampaging thunderstorms. as well as now being the new base of operations for Bahamut's new brood. There he ironically wages war with Niddhog for Dominance (and because Bahamut's mass tempering denied Niddhog of his own revenge), The Sylphs left the Twelveswood in favor of the Forelands due to the shift in lighting-aspected aether there, with Bahamut using his tempered Sylphs and Gnath as spies on Nidhogg's brood and those that have the Echo
Albatha's Spine, like the Mists and Coerthas, has seen its own aspected element (wind) taken to the extreme, resulting in tornadoes and falling islands everywhere. The Ixali use their airships to travel there and now wage war with the Vanu Vanu for control of the land. Azys Lla is destroyed by Bahamut after is discovery because at this point, Anything Allag related is a trigger for pure unadulterated rage, which also means that the Warring triad is prematurely released back into the Lifestream. The Crystal Tower is also destroyed after Bahamut found it.
Dungeons that would take place there would be Corrupted versions of the City-States, with their respective leaders as bosses, potential stories there woul be an enemy Mine with both the Warriors of Darkness and the Beastmen that were already tempered by their own patron, to escape this world that was lost to Bahamut an became an eight hell where free will dosn't exist and where false gods rule all. Other general effects would be stronger mobs and even the environment attacking you (Quakes in the Shroud, Lightning strikes in Dravania, Fire DoT in Thanalan, and a chance of Deep Freeze of varying durations in Coerthas for example)
Oh and the Warriors of Darkness came from this place, as their ascians slaying inspired Garlemald to find a permanent end to the ascians and the Primals, causing Project Meteor to flood the World with Light