i really hope a first time run doensnt take only 2-3hours. To me that implies a large dungeon with easy difficulty. i'm hoping maybe 2-3hours a run after mastering each fight. but who knows, its all up in the air, at least its something new.
You hit all points dead on.What ever square releases needs to at least have enough longevity to it to occupy a hardcore/semi-hardcore gamers in-game time while SE completes more content to feed our unending appetites.
If these dungeons are like a WoW style dungeon (not saying they are bad) and they are only adding 2 of them... a more hardcore endgame focused ls will clear their entire drop list in about 0.5-1 weeks tops. {meaning they spent how long working on a dungeon for about ~15-20hrs of content}
Now if this dungeon is something that will keep the playerbase appeased for say 1-2 months, while they make the dungeons in the other zones and other content, they can get the new content out just as people are finishing the old and keep up with the players. Or if it is like a FFXI dungeon/Raid it will remain worthwhile for 6-12months and the content just keeps building up more and more until it is impossible to run out of things to do.
As others said the lesser NMs(lower lvl nms) with their crazy fast spawn and semi decent drop rate simply was too short lived... was enough content for me to fully gear my 36 person linkshell in about a month. Note we only did these like 2-3times a week tops.
So all the NMS SE added where only say about 40hrs of content. I pray this is not going to be a repeating theme, because of it is there is simply no way without SE putting double to triple the development power into churning out content that they will be able to keep up with the community playing the game.
If a player beats the game, well they move on to the next game. This is the deadly part of a casual mmo and one of the reasons so many fail (rift is actually starting to face this now, they are struggling to release content fast enough now). Casual content is all short lived, and unless the game has years and years of content... people simple max out their character with the content in a short time... and are forced to take a break. Break gets too long they move on to a new mmo. {WoW example: New Expansion raiding guilds burn through it gets everything, 1/2 of the guild takes a break until new things release... rinse and repeat} <= that is not a good thing in a mmo.
Oh, and as far as rift goes....
http://www.youtube.com/watch?v=_qMLC...layer_embedded
Last edited by Vix_Spellweaver; 06-16-2011 at 10:07 PM.
A Dungeon where you need tactic, strategy, and teamwork to move on. not just killing some mobs and going to the boss. Actually maybe The Dungeon could be split into 10 Parts, whenever you finish 1 Part[Each Part has 1 Boss] you have a chance to save your [Point/Part/Position/floor] and quit, or keep continuing to the next Part with an Advantage such as +1% Droprate, etc XD If you can't finish 1 Part(Run out of time, Party Wiped, etc) You get a Game Over Theme and needs to start from the last 2 Point, or If you're still on Part 1/2 you'll jusst start over completely.
What I had in mind was kinda like Bonus Dungeons in various games. I would very like If the dungeon needs Brain to be completed(Maze, maybe?), and by this I mean like in games where you have to turn on switches, place weights, etc(Zelda reference) Maybe at some point you need to leave 1 People to continue and can only rejoin If you defeat the Boss. Seeing secret Bosses and Hidden Mysteries/things after completing the Dungeon would be very fun! and I think they could add/input some Lore to go with this imo.
http://forum.square-enix.com/ffxiv/t...uture-dungeons
this thread is related to dungeons, and has some great ideas in and has a dev response as well for those that are interested.
Heres what I'm hoping for, wishful thinking?
Difficulty and timespan
In terms of difficulty I think I'd rather start slightly more difficult rather than too easy.
If linkshells are clearing the instance on their initial run then thats just too easy.
It should be clear to SE that we are probably eating up content faster than they can put it out, this instance needs to have some longevity.
For timespan what I mean is how long will an average instance run last, and also the reset timer on it.
I think 2hours for an average run (once learned) is reasonable, since the beginning of the XIV the word casual was certainly spoken alot.
Personally I'd rather have a set of smaller instances in tiers or levels building up the progression. But since the singular word 'instance' is all SE have said I can only assume 1 zone for now?
Also how often will the instance refresh, given that most people don't really have much to do just sitting around trying to HQ things, this is highly anticipated.
I think at least 3 times a week for a run in the instance, a 24hr timer that might be too much of this new content I feel.
Encounters
I use the word encounter because the word 'fight' sounds so boring like most of the regular NM fights, they're a simple routine.
An encounter with a boss should test a linkshell and the players, both their ability to function soley and as a group.
It should give the group a real sense of acheivement on victory.
Encounters should teach the shell various elements of combat, using their heads and their ability to react.
Itemisation
There needs to be a good spread of items.
The itemisation that came with the December NMs were pretty awful, nothing for mages and the rest of DPS.
Any 'mage only' players doing NMs in a LS operating with a DKP system are probably sat on a bunch of points.
There needs to be a good distribution of loot for all classes.
Interesting to read all the thoughts and discussions going on in here. I can tell you guys that we are planning to post a Topics article on raid dungeons in the very near future.![]()
I was practically replying coz it was Bayohne who posted XD
That aside, I'll be looking forward to that! Keep it up Bayohne! d(^_^o)
Near future........ WRITE A DAMN DATE!!!!!!!!!! wth... <.<'
I hope we get lucky and we get dungeons that are not entirely static. I'm hoping for something where we can do the same dungeon ten times and experience at least mildly different scenarios. At the very least I hope this isn't just another guildleve when you pick it up and go have a 30 mins timer and finish in 7 minutes..
Things I would really like to see:
- Multiple Bosses
- Multiple Paths
- No time limits
- A place to gather and meet people
- No levequest counter
- Puzzles
- Chests
Most Importantly, I am hoping these Dungeons take a page from Nyzul Island and have progression levels. Each time you win or complete a puzzle you open up more parts of the dungeon to explore. I'm not looking for a 100 floor tower climb, but I want to have to put in a serious effort to finish these things. If we are lucky it will take months to finish, not hours..
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