With tons of different nm's and a boss that takes 16 people 2 groups months to beat. put it in that ship in mor dhona
with a story so epic no one skips it ever because it is lke cg heaven and the story makes you cream your pants
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With tons of different nm's and a boss that takes 16 people 2 groups months to beat. put it in that ship in mor dhona
with a story so epic no one skips it ever because it is lke cg heaven and the story makes you cream your pants
I have enough trouble finding 8 people for an hour ; ;
Maybe if it was 'open ended' (can go with 17, 20, 30, whatever) so that if people disapear, or have to go, the rest can push on?
at least it'll keep all those hard core guys localized in the dungeon most of the time.
Sounds like old FF crowd pleasing to me. I'm from that crowd, but it's not something I'd want. You don't need to bore people for a longer time, you just need to challenge them more in a shorter time.
four hours of raiding is just too long, but having 16 people would be great. I'd love alliance content and hard/expert mode dungeons.
i am up to alliance content, but 4h is to long >.<
A 3 hour raid would be cool with multiple bosses, I watched a 3 hour one yesterday on SWTOR, looked mega fun. =o
No time restraints. Just make it HUGE. I am all for old WoW style dungeons, where it takes over 1.5 hours just to clear to the last boss, and then you wipe for a month on him. Make the entry level to mid bosses progressively harder and drop decent loots. The last guy on wins, drops guaranteed loots, but weeks of trying to beat him required!
More difficulty, not lower drop rates and time sink.
when they implement something to can divide your runs in different days. Forcing people to play 4 hours in a row, instead saving instance data and reseting it once a week is not a way. We neeed first a system like others MMO to can split your runs in differents days.
Clear or Wipe is not a good dungeon system in 2012, i think we need more challenge dungeons, where you can "save" your instance and try it again the next day from where you left it.
I'd rather see open world alliance content such as both roaming and force spawned bosses, alliance primal style boss fights, limbus style raids etc.
I for one is sick to death of WoW style raid grinds, and I don't think it would fit in XIV very well, rather I'd want them to keep dungeons/instances short, intense, sweet and epic.
And please... no more speed run thingy... i can't play anymore the job i used to main because of speed run everytime... =)
Speed run + Timer, is fun, but it make you play a job you doesn't want to, because you have to optimize your party setup.
So yeah... more boss, more path, more strategy, no more timer, no more speed run chest. please please please ^^.
As the above says Speed runs are fun but I feel you should be given a choice prior to entering a dungeon.
Having a timer in an instance when you are new and still learning a boss fight can be a pain, so 2 options would be good.
1 with no timer.
2 for speed runs.
I would like to see some absurdly massive world bosses (Admantoise), I'm not a huge fan of open world NMs but public content could be a great way to get everyone involved yet keep competition high at the same time.
Have different achievements for linkshells, grand companies and nations based on these monsters etc.
I heard of some big trees that are rather hard to take care of...
That could be a challenge!
wait for Crystal Tower.... its goin to be just like Sky
Now in FFXI, you can pop it with the ??? and a specific item, it's was a good idea i think, it's a fight in open zone, and everyone is able to try it.Quote:
I would like to see some absurdly massive world bosses (Admantoise)
I would like to see massive open world bosses as well...
Maybe give them 1-2 hour respawns, but you can only get loot from them once per week. Could even allow everyone to participate and benefit, similar to what GW2 is doing.
4 hours? are any of you married? kids? have jobs?
I am not agaisnt any content. Im sure there is a place for it but it im sure this is not the type of content the devs are looking for.
I think the original claim was for it to be 'one go' and it would take '4 continuous hours' to complete. To give it that epic feeling.
Unless of course you fight a big bad scary monster at the end that one-shots everyone, and will take 20 attempts to find a winning strategy.
Only to find out it was the mid boss >.>
I forsee many problems with this approach, although I do like the idea and the concept of 'epicness' behind a long drawn out battle.
ZNM were good in theory but farming the items was a pain in the ass.
I was more talking about public content that requires 50-100 people, not just a normal NM you can pop.
Yup This !
Basically the dungeon would save where your group was and you could go back and tackle the dungeon the next day.
4 hours okay, 16 players? do not want.
Wasn't talking about ZNM at all (i dislike it also).Quote:
ZNM were good in theory but farming the items was a pain in the ass.
But as for exemple, Adamantoise, you can now farm the ksnm 99, have a chance of drop the pop item for the "real" Adamantoise, once you defeat it, you also have a chance of drop the pop item for Aspidochelone. (and their drop are the same as the old 21-24h pop NM).
If now they can add something a little bit similar, not have to farm indoor (instance) a pop item, to get to the NM outdoor, but simply from a rare guildleve (maybe) or something else, i don't know... it would make some non-instance outdoor NM where everyone is able to get in and doesn't requiert to much waiting time for a pop.
Do want ^^.Quote:
16 players? do not want.
8x2
8x3
Yes Please !
Need some large scale event that you can do once every week.
well, after 2.0 of course, where you'll be able to have a "raid" UI with addons and more.
Maybe a 4 hour raid that can be done in 2.
Short version: I'm against this unless the bulleted points in the long version are true.
Long(er) version: Oh my, this topic is picking up some heat. I guess it's time to throw in my two gil (one of which may have been stolen from Gath).
I would be strongly against a 16-person 4-hour long dungeon UNLESS the following were true:
* Located in Mor Dhana, perhaps near an aetherial gate (not a camp).
* Level 50+ requirement.
* Cannot switch class or job upon entry.
* Cannot change equipment once in dungeon except for Pack and Throwing slots.
* Enemies have a low chance to drop a chest key, these keys are required to open any chests after boss fights.
* Without a key, these chests are useless. To encourage farming of keys in the dungeon to maximize loot output.
* Keys disappear upon leaving dungeon.
* Speed run expectancy is four hours, the dungeon length allows for eight hours due to length. This factors in key farming.
* Items from the chests immediately enter the player's inventory. This will make players that have the items even more epic since they cannot buy or trade these items. This will encourage multiple runs as well to master the dungeon's contents.
* Chests have to have a chance of dropping Grade 6 Dark Matter or an equivalent amount of gil (no more than 5k). The Grade 6 DM is required to repair the dungeon drops and NPCs will not be able to repair the items being beyond their skill level.
* G6 DM is U/U, to encourage levelment (is that a word? it is now) of a Disciple of Hand or strong bonds between those who repair G6 equipment.
* Failure to complete the dungeon within the time limit, prematurely logging out, intentionally or otherwise, results in deleveling to the beginning of level 49.
* Cannot re-enter dungeon immediately as you need to be level 50.
* If you die on the final boss of the dungeon, your equipment is permanently destroyed via disintegration. The cutscene for this will be jaw-droppingly epic and you'll want to FRAPS and upload it at least once. (do not run in seasonal equipment unless you're filming the destruction of the reindeer costume party)
Conclusion:
This will encourage a playstyle that only the most dedicated and effective teams will be able to progress through the dungeon and be able to show off the accomplishment of completing these challenges with the heavy risk. Failure to complete the final boss will ensure that players will want to run Primal content and other dungeons for gear, use crafters to replenish their equipment, spiritbond parties to reget materia as well as level 49 relevel parties, meld items once more, revitalize the economy and the environment.
It'll serve as a lockout to prevent immediate re-entry. The unsuccessful double parties can rethink their tactics and priorities as they regain that level. No half-hearted entry or curiosity. And may reach the OP's objective of making a dungeon that may take two months to succeed in.
edit: I'm actually against virtually every idea that I posted (except for no class / job switching upon entry) as well as being against a continuous multi-hour dungeon, especially under the current drop rate/loot system.
Less 4 hour grindfest and more Nyzul style content.
30 minute intervals where you slowly progress deeper and save your progress.
That kept me busy for months... If done again and with better rewards... I don't even...
2 party content but no 4hrs, a good 2hrs content is more than enough, after that ppl just get distracted
Yoshi-P said in an interview that the 8 man party is just for now. In the future we will have content that will require multiple parties to team up. I guess that will be 2.0 content.
On another note, please stop asking for content. It is already an impossible task to remake a game in a year and a half, they don't need to waste any more time just to give us temporary content while we wait for 2.0. Unless some of you want a repeat of what happened when XIV first launched.
Yep, Odin will be a roaming primal, with no beastmen affiliation :)
Also I think what the OP was going for is something similar to Dynamis, which was up to 32 people and maximum time was 4hrs (for most zones), I personnaly wouldn't mind it, I actually liked Dynamis, and if there was something similar I wouldn't complain.