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  1. #81
    Player
    Kako0404's Avatar
    Join Date
    Sep 2013
    Posts
    91
    Character
    Kakoo Onionhead
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by HorrorStory View Post
    That 'exploration' asset is only effective until you get a map of the dungeon. Then all of that goes away.

    Really, 'exploration' and 'danger' are dead in this era. The Intermet has all the answers we need to all the things we need to know in these types of games. We can go directly to our destination unimpeded if we know where to look it up online. Max-level, true-detection mob in your way? Just run past it, no danger there. Those elements of dungeoneering are pretty archaic, and easily worked around imo.
    Not having maps for Necropolis and Temple of Ugottapee creates immersion since the adventurer actually needs to remember the way (hug left till u see lamp, turn right till u get to pond; treasure hunting style). OR spam <pos> and duo screen for a map online, which is still much more difficult than it is right now.
    (2)

  2. #82
    Player
    Otoha's Avatar
    Join Date
    Apr 2012
    Posts
    95
    Character
    Jo Maru
    World
    Hyperion
    Main Class
    Ninja Lv 60
    I miss open world dungeons, but unless they also raise difficulty of mobs and add rare drops to some, this would be pointless to have in xiv.

    Reason is, in xi it was challenging to solo a mob your level, while in this game you can pull a swarm without any sense of danger.
    (0)

  3. #83
    Player
    Nukocafe's Avatar
    Join Date
    Aug 2013
    Posts
    743
    Character
    Yurika Huin
    World
    Gilgamesh
    Main Class
    Fisher Lv 80
    I would never miss this because when playing Ragnarok Online, everyone would always be farming the same exact area and it was almost impossible to fight a boss because there'd always be people camping it. So no, while open world may seem like a fun thing, in the end, it becomes frustrating for players who only have a few hours to login per day and don't have time to camp out a boss or a spawn. For people who love those kinds of things, there are FATES.
    (0)

  4. #84
    Player
    Doo's Avatar
    Join Date
    Oct 2013
    Posts
    1,113
    Character
    Buster Posey
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    All it comes boils down to is for the players that are against it is that they think they won't get their phat lootz if there were more open world content so they prefer everything to be put in instances. It doesn't have to be that way!

    Quote Originally Posted by Nukocafe View Post
    I For people who love those kinds of things, there are FATES.
    Zerg fateing a few spawn points, not even close.
    (3)

  5. #85
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    How I'd build a new-school-friendly Open world dungeon crawl.

    Dungeon is completely open world with multiple paths and rooms criss crossing in a labyrnthine design.
    Bosses placed behind "Instance doors" and "Door guards".
    For the party to face the boss/named mob, they have to work their way to the room. Clear the Door guards, and then zone into the instance with the boss fight. Once the boss is killed, the character cannot attempt the fight again for X minutes (mimicking the old respawn timers). Once the fight is completed, the group is returned to the Door of the instance and can crawl to the next boss on the list.

    End result, all the dungeon crawling goodness of the old school without the "spawn camping". All the new-school interesting mechanics without the complete community disconnect.
    (4)

  6. #86
    Player
    Zuri's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    36
    Character
    Aurelia D'oraguille
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Bring this back already!!!! All level open dungeons!! Shposhae to Cassiopeia Hollow to Nanawa Mines and Mun Tuy Cellars! I love FFXI, probably my favorite RPG to date. Definitely more of this.
    (5)

  7. #87
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Sotek View Post
    Most of the quests leading to dungeons have us clearing them out for whatever reason. I think it would be amazing if, after clearing them out, they become a zone we can regularly enter. Sort of how like Chains of Promathia handled various areas. This would achieve a few things;
    That would require pretty much to re-design all dungeons and zones. Dungeons in XI were effectively dungeons, with secret passages, different paths etc. In XIV, you have a scripted straight line.

    I mean...



    vs




    'Nuff said.
    (4)

  8. #88
    Player Bizniztyme's Avatar
    Join Date
    Mar 2011
    Posts
    343
    Character
    Solo Playa
    World
    Hyperion
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Taruranto View Post
    That would require pretty much to re-design all dungeons and zones. Dungeons in XI were effectively dungeons, with secret passages, different paths etc. In XIV, you have a scripted straight line.
    Don't think they need to redesign but just add these types of dungeons along with what we already have. More content variations.

    I loved this in FFXI and they should really think about adding these types of dungeons. I felt they should've done this with primals instead of just a staged fight. Have a primal deep inside an open(probably better in an instance) dungeon with mazes and mobs that are akin to the ones that summoned them. Along the way, have bosses as well as group fights you have to do to get there as well as treasure chests. Also, those bosses will drop items(equivalent to DL gear, basically titan gear, garuda gear, etc, etc) that you can eventually use to defeat the primals. Just my thought, probably don't even make any sense. lol
    (1)

  9. #89
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Nukocafe View Post
    I would never miss this because when playing Ragnarok Online, everyone would always be farming the same exact area and it was almost impossible to fight a boss because there'd always be people camping it. So no, while open world may seem like a fun thing, in the end, it becomes frustrating for players who only have a few hours to login per day and don't have time to camp out a boss or a spawn. For people who love those kinds of things, there are FATES.
    Then don't do it. Optional content is optional.

    Having these doesn't mean there couldn't be instanced dungeons. FATES are absolutely nothing like what is being discussed.

    I don't care much about raiding... that doesn't mean I don't support creation of raid level content. People need to think beyond their own personal tiny little field of interest and consider what makes a game a comprehensive and interesting experience.
    (4)
    Last edited by ApolloGenX; 12-13-2013 at 05:17 AM.

  10. #90
    Player
    yoshikwalla's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    407
    Character
    Edge Faire
    World
    Mateus
    Main Class
    Pugilist Lv 90
    I don't miss the open dungeons from 1.0 as much as I should. That said, it would be really cool if this game had some. Add in some dungeon-specific FATEs, some vanity gear to grind towards, and a small storyline, and I'll be happy.
    (0)

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