Actually, in beta Tam Tara was a 'larger' instance. I also noticed that there are side paths to most of the dungeons that have been locked down for whatever reason. I'm interested in knowing why they removed these areas.


Actually, in beta Tam Tara was a 'larger' instance. I also noticed that there are side paths to most of the dungeons that have been locked down for whatever reason. I'm interested in knowing why they removed these areas.
You should have bought an authenticator.....
Your tears feed me....


I'm now gonna be paying more attention to dungeons more I feel like some of these dungeons were meant to be opened up for exploring.


In TT the first fork near the room with the glowflies on the left side, there is an opening that you can't jump to. There used to be a path you could run through to get up there and fight a mini boss for loot.
You should have bought an authenticator.....
Your tears feed me....



They do this so they can open up alternative dungeon routes for Hard Mode (and beyond). For instance, Haukke [Normal] has barriers and blockades that don't exist in Haukke [Hard], and vice versa.
Next time you're in Wander's Palace, Pharos Sirius, or any dungeon for that matter, pay careful attention to the 'blocked off' routes... those allow the devs to simply create a variety of dungeon layouts from a single map.
Back on topic.
I agree with the OP's suggestion 100,000%. It's a fantastic idea and it adds an element of gameplay that many players sorely miss from 1.0/XI.
Optional open-dungeon exploration would be lots of fun for bored players and it would add much to the world.... Sprinkle in some thematic mobs, Gathering nodes, fishing areas, and even some randomly occurring Boss FATEs which have a rare chance to drop low lvl/novelty gear (ie. Kokoroon's Nestpicker, Fists of the Sixth Sun, Seer's Cowl, etc).. Furthermore, make the dungeons the primary target of Treasure Hunt digging locations...(I think this is a better option than having camp-able chests/coffers like they did in FFXI)
MAKE THIS HAPPEN DEVS!
Last edited by Zantetsuken; 02-14-2014 at 07:44 AM.


Like the idea of fishing in a dungeon these dungeons not all i may add could have rare fish in them that you can't find any where else in the game.I agree with the OP's suggestion 100,000%. It's a fantastic idea and it adds an element of gameplay that many players sorely miss from 1.0/XI.
Optional open-dungeon exploration would be lots of fun for bored players and it would add much to the world.... Sprinkle in some thematic mobs, Gathering nodes, fishing areas, and even some randomly occurring Boss FATEs which have a rare chance to drop low lvl/novelty gear (ie. Kokoroon's Nestpicker, Fists of the Sixth Sun, Seer's Cowl, etc).. Furthermore, make the dungeons the primary target of Treasure Hunt digging locations...(I think this is a better option than having camp-able chests/coffers like they did in FFXI)
MAKE THIS HAPPEN DEVS!
Cus newbie dungeon was too long comparing to dungeons in later levels. Still I rather have the full dunegon experience on my first go. Makes those dungeons more epic. I really hope they dont add extremes to crystal tower or coil. But it seems last boss of crystal tower part 1 does seem to have some extra platforms for another version of the fight.
Last edited by Beetle; 03-27-2014 at 01:05 PM.
Because Tam Tara (Hard Mode) in patch 2.3. They weren't removed, just blocked off to make it more linear for new players.
I'd mention how Lost City is also 100% linear, despite being the top tier light party dungeon, but...oh, wait...darn. ^_^
This is why Sunken Temple is one of my favorite dungeons. It's weird, because you start with simple, linear dungeons for the teen levels, then you get stuff like all the little optional side tracks in places like Haukke, Brayflox, and Sunken Temple. You even get a choice of two different paths to take in Toto Rak. The mid level dungeons are very well designed. Then you get to level 50 and you're back to simple linear paths, even in the so-called "hard" versions of those previously well designed dungeons.
Last edited by Eekiki; 05-14-2014 at 10:12 PM.


Sunken Temple where is that located?
This is why Sunken Temple is one of my favorite dungeons. It's weird, because you start with simple, linear dungeons for the teen levels, then you get stuff like all the little optional side tracks in places like Haukke, Brayflox, and Sunken Temple. You even get a choice of two different paths to take in Toto Rak. The mid level dungeons are very well designed. Then you get to level 50 and you're back to simple linear paths, even in the so-called "hard" versions of those previously well designed dungeons.


With so many new dungeons in this game including the ones from HW makes me wanna explore them even more. So questions is will any dungeons in futer ever open up and become more like a opened world dungeon. Yes I know we will get The Palace Of The Dead which we'll be avaliable for soloing.
(吉田さん度もありがとうございます)(*^o^*) for adding this been wanting a dungeon I can solo since the game first lunched.
Question is do you think eventually we will get dungeons where you can explore and even gather or mine in?
Giving us a game with a more opened world fill.
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