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  1. #41
    Player
    XNihili's Avatar
    Join Date
    Aug 2013
    Posts
    272
    Character
    Mewchat Bogz
    World
    Ragnarok
    Main Class
    Warrior Lv 55
    Quote Originally Posted by Meshico View Post
    Not trying to be a nay-sayer here. If people find out which dungeon is easiest thats the one they will all flock to, and so will RMT. People wan't fastest possible exp, fun, so on and so forth. And I'm talking in general here, does not apply to all. Just look at the other games, they would all flock to one little tiny area, and well that would be that, overrun.

    But if they do manage to truly implement what you say...that would be glorious!
    In FFXI there were lot of zone that was hardly visited ... but by Beastmaster !!!
    Beastmaster RULES/SUX
    (0)

  2. #42
    Player
    BloodPact's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    414
    Character
    Atemi'a Arecis
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Synapse View Post
    Only less skilled players prefer instance-fest! ooooooooooooooooh!


    Yeah OP im all for this. Sadly few poster above and this new generation of gamers prefer easier things. They rather just stand in town and tell mama jokes while waiting for instance.
    Yes, walking to the dungeon is so much harder than waiting for the queue... I just can't imagine just trying to get past those packs of level 34 mobs on the way to the entrance.
    (0)

  3. #43
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by AmyNeudaiz View Post
    No. I actually am not.
    Sorry Amy, I was just using your logic against you. There's lore ties and many borrowed assets - Did you know, the new dungeon will feature more FFXI mobs? Using YOUR LOGIC, that means we're playing XI-2 already.

    We have meaningful dungeons already.
    You do realize if SE didn't add the roulette system almost no one queues for dungeons once they're long done with them both loot and story wise, right? Prove me wrong: How many times have you honestly queued for the level 16-41 dungeons? You know, just to experience those "meaningful dungeons"? I'm not talking about leveling, I'm talking about on your main level 50 class you've been gearing out with i90 gear because there's much to explore and new paths always opening as it can hold multiple boss instance zone (think BCNM) or offer even side quests not related to the "story".

    we already have four "dungeons" (strongholds)
    These are a far cry from even 1.x's versions - There's not even loot in them.

    Quote Originally Posted by AmyNeudaiz View Post
    Also, to get back to your first reply, the OP quite literally is asking for things from XI to be added into XIV. The reason I wanted you to look at my reply was that it directly pertained to why I do not want.
    See, Preypacer got the point, you're too busy hating on XI to see what people are mentioning. When someone says "bring back", they're referring to how it's the same dev team (which is is largely) to bring back dungeon styles. I assume you either

    1. Never played XI and just hating on it as it's the cool thing to do

    or

    2. Just really ignore the ties this game has to XI.

    No one asked for XI-2 because once again, by your logic we already have XI-2 given how many monsters and even some lore is reused - What, did you think those exact goblin models and naming conventions just happen to also exist in a separate world? Or those Wamoura Moths just happen to inhabit another world? What about Titan lore wise wanting to be a protector? What she was stating was how you pretty much said "I wanted it but then I realized we already have beastmen strongholds" which is basically saying we don't need any other as we already have it.

    I've been reading other MMORPG forums and this is still the only community where naming a companies previous game or using the word "unique/innovation" invokes so much hate it's pretty silly. Garden of Ru`hmet/Palace of Hu`Xoi for example was an amazing zone, it was a tad bit annoying, had nice music and had an actual purpose to not only the world but the storyline.

    Tell me, what did we learn from going through Satasha? What cutscenes happened throughout the dungeon that ties that dungeon into the world of Eorzea? The storyline of Limsa? Who in the bloody hell was Captain Morrigan?
    (1)
    Last edited by Tupsi; 03-11-2014 at 11:46 PM.

  4. #44
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by BloodPact View Post
    Yes, walking to the dungeon is so much harder than waiting for the queue... I just can't imagine just trying to get past those packs of level 34 mobs on the way to the entrance.
    It has to do with the concept of RPG. Your character should actually be a part of the world.

    DF = Teleporting to a different world/dimension with people from another world/dimension. Nothing to do with RPG really.
    (0)

  5. #45
    Player
    BloodPact's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    414
    Character
    Atemi'a Arecis
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Amberion View Post
    It has to do with the concept of RPG. Your character should actually be a part of the world.

    DF = Teleporting to a different world/dimension with people from another world/dimension. Nothing to do with RPG really.
    Very subjective topic. Could say the same about people talking about real life while playing. The option to gather a party and run to the dungeon is still there, so this isn't actually the issue. It's more of a "I want it this way, so take out all other options".
    (0)

  6. #46
    Player
    Kirinichibon's Avatar
    Join Date
    Feb 2014
    Posts
    174
    Character
    I'zizi Pi
    World
    Faerie
    Main Class
    Arcanist Lv 65
    I'm not really sure what I miss about XI's open dungeons. They did provide a real sense of danger and accomplishment that wasn't at all formulaic. I don't want duty finder and fates to change, but it would be nice to have some of that sense of accomplishment back. Most of FFXIV right now feels like a treadmill, but no matter how nostalgic I get about FFXI - no game ever has been or will be more of a grind for me.
    (0)

  7. #47
    Player
    BloodPact's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    414
    Character
    Atemi'a Arecis
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Kirinichibon View Post
    I'm not really sure what I miss about XI's open dungeons. They did provide a real sense of danger and accomplishment that wasn't at all formulaic. I don't want duty finder and fates to change, but it would be nice to have some of that sense of accomplishment back. Most of FFXIV right now feels like a treadmill, but no matter how nostalgic I get about FFXI - no game ever has been or will be more of a grind for me.
    Yeah, there are definitely things to be missed; for example: solo farming Rogberry in the Temple and being scared and careful as a mage not to be get close to the hallway because pots could magic aggro you, and then if they did, managing the adds while keeping the NM on red so people didn't steal.

    Things like those, the little solo or duo adventures with a friend were cool. However, for me "full party" or endgame content is better in here. I feel I get more out of my time in this game. There was nothing fun about camping Fafnir for hours, every day, and sometimes not even get to fight it, for weeks. And even then, omg those drop rates...
    (0)

  8. #48
    Player
    Sotek's Avatar
    Join Date
    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80
    I don't really get the nostalgia for XI dungeons...

    I remember places like Garbage Citadel as a place where people go to grind EXP and have their souls crushed for hours, and occasional as a places where you'd grind trash for Coffer Keys before using Sneak/Invis to get around with zero danger until you find a chest to get AF gear from.

    The endgame ones were better, but as endgame you went with a group, and that instantly destroyed and danger Sneak/Invis didn't cover. They just became "Run past trash mobs to get to the God Island for the real content" eventually. I have that in ARR, it's called Turn 3. That said... Damn, if Coil was open world? Awesome. Just the start of Turn 1 and all of Turn 3, but yeah, that would be amazing. Turn 1 ADS would be like some of the door mechanic bosses in XI (groups can leech past it), as would the Golems beyond ADS. The boss would remain in an instance to prevent camping, then after that you move straight to Turn 2, again an instance since the whole thing is a boss. Turn 3 is then completely open world and at the end you move on to Turn 4s instance and then Turn 5. Expand the areas for Turn 1 and 3, throw in some XI style Treasure Coffers on the Dark Matter mobs... Damn, that would have been awesome...
    (0)

  9. #49
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Tupsi View Post
    snip
    Except that's not my logic. Taking game design choices from a specific FF is not the same as re-using mobs from previous FF games. One is copying game design while the other is re-using assets. My beef is with the former.

    And yes, bringing up XI does insight hatred, but not because it's "cool", but because so many people bring it up that it's a bad meme on this forum. Sure, it was worse in the 1.0 forums but it's still a thorn in the side to many people to hear "Bring this from XI to XIV" over and over and over it gets tiring.

    And are you joking? Every dungeon has a backstory as to why you're in it and most have cutscenes involving the story, if you don't skip them. From Stone Vigil to Cutter's Cry to Binding Coil of Bahamut every single one has an underlying quest and lore so no, they are not meaningless. Cutter's Cry especially to me has meaning in the story for how sad the quest was but yeah, let's ignore that because XI did it differently and you think it's better. And if you think Sastasha had no story behind it you need to stop skipping that text and READ before coming to this forum asking why why why when it's right there in the game.


    Instanced dungeons do not change anything other than to keep other people out of your runs. There's still exploration to be had, there's still lore to be read, there's still cutscenes to be watched. You just skip it and pretend it's not there so you can cry about something on the forums and claim XI was better.

    So that begs the question, why don't you just go back and play that instead?
    (1)
    Last edited by AmyNeudaiz; 03-12-2014 at 01:10 AM.

  10. #50
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    one area to add to the list would be Caedarva Mire. Not for the open world dungeon, but for the sheer danger of exploring.
    (0)

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