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  1. #41
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    you are idea is not that bad, the trouble it's how they will do it. if they do it, and i say if, it will ask a few thing:

    - make sure no area have a special loot that can be only get there... or people will overfarm this place only.
    - unlock more than 3-4 Area at one time, let's say they unlock the place like haukke manor, copperbell, sastasha and quarn. for give more choice to the player.
    - finally, find a way to make sure the area is engaging and at the same time, must have a purpose that will not break the purpose of the other system of the game. if the place become more interesting than dungeon, the dungeon will be abandonned.

    sadly, i see two point that go against this idea.
    1) the time, money and energy they will have to spend to unlock this sort of area and balance it, instead to give us acces to new area or new content. they are not god, they can't make more than what they give us per patch and it's already huge. (even if people love to complain about the size of this update)
    2) the purpose of this area it will serve as BIS for the other area of the game, for the monster and the nods of gathering. (exept if they make some special craft loot can be only obtain into this area) and they are quite looking at not misuse space into the server. the best example is the housing, the reason the FC housing was first added it's mostly because they was scared to overloard the server because of the personal housing.

    that said, i remember Yoshida saying that it plan to add more of 80 zone. then, maybe let's see what they plan to offer us as new area before ask them to reuse the same old area we have already explore in the dungeon.
    (0)

  2. #42
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by silentwindfr View Post
    snip
    this isn't really something that would need to happen straight away, that solves the money idea and the fact that all they are doing is adding extra area's to old dungeon to open them up more for people to explore would take that much money to do.

    Also this wouldn't brake the other system of the game cause you wouldn't be able to get Tomestones in them so that's where duty finder would still have purpose in this game.

    The fact that you would find NPC with side quest in the dungeons would also give more of a reason to people to explore the dungeons and Having FATES that are more tactical as random pops would be for people that would like to level up or have a little bit of a challenge in these new areas in old dungeons.

    "- make sure no area have a special loot that can be only get there... or people will over farm this place only"

    Best way to this would to make so if there was a rare item once that item has be collected you ether can't sale it and you can only own one item/gear which would be allocated to your job. If this item came as a set i.e body and legs you would not be able to collect it again once you own it. This would stop people over farming it. Just an idea.

    "that said, i remember Yoshida saying that it plan to add more of 80 zone. then, maybe let's see what they plan to offer us as new area before ask them to reuse the same old area we have already explore in the dungeon."

    Keep in mind this idea is to make this game feel more like an open world game easy for the casual market which SE is going after and something for the Hard core players to do instead of standing around waiting for duty finder like its a loby in different towns and would stop threads appearing saying that "I'm board there's nothing to do. That new area will end up the same way like it is now after month or 2 of it being out so this idea comes in handy to prevent it. All they have to do is allow us access to area that we can see but can not touch/explore in dungeons.
    (1)
    Last edited by Blackcanary; 05-12-2014 at 08:44 AM.

  3. #43
    Player
    Reborn's Avatar
    Join Date
    Aug 2012
    Posts
    40
    Character
    Theodor Fireblaze
    World
    Odin
    Main Class
    Arcanist Lv 50
    Semi bumping this again with more ideas....

    So, let's assume we did get access to an uninstanced version of the dungeons.

    Now let's go to the nearest camp. So Thousand Maws -> Quarrymill? How about if there were repeatable quests (dailies, if you will) in each of these camps, which increased your rep with them, and involved you have to venture into the uninstanced dungeons?

    Eg: Quarrymill healers need some rare fungi that only grow in the bottom most reaches of Thousand Maws, go and get some so they can continue to perform their healer duties. When you get down there... BAM, Rare Fungi Notorius Monster spawns. Kill him, grab loot, get out! Increase rep with camp, have a reason to venture into places and not just sit in DF all day.
    (2)

  4. #44
    Player
    Segraine's Avatar
    Join Date
    Aug 2013
    Posts
    33
    Character
    Aya Eifwen
    World
    Siren
    Main Class
    Arcanist Lv 50
    Lately an archeologist Discipline of the Land class has been in my imagination. Wandering dungeons for lost treasures, knowledge, and technology sounds like fun. The class could be stealth focused. It would be exciting to sneak past monsters to save a mural or find a lost book.
    (3)

  5. #45
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by C-croft View Post
    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.
    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!
    (5)
    Last edited by Zantetsuken; 02-14-2014 at 07:44 AM.

  6. #46
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Reborn View Post
    Semi bumping this again with more ideas....

    So, let's assume we did get access to an uninstanced version of the dungeons.

    Now let's go to the nearest camp. So Thousand Maws -> Quarrymill? How about if there were repeatable quests (dailies, if you will) in each of these camps, which increased your rep with them, and involved you have to venture into the uninstanced dungeons?

    Eg: Quarrymill healers need some rare fungi that only grow in the bottom most reaches of Thousand Maws, go and get some so they can continue to perform their healer duties. When you get down there... BAM, Rare Fungi Notorius Monster spawns. Kill him, grab loot, get out! Increase rep with camp, have a reason to venture into places and not just sit in DF all day.
    That's a really cool idea. Your idea would help stop places towns turning into lobby's.
    (1)

  7. #47
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Zantetsuken View Post
    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!
    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.
    (2)

  8. #48
    Player
    Galliano's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Mog Net
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Blackcanary View Post
    That's a cool idea. Funny thing is now when i think of opened world i can't stop thinking of Sword Art Online or Log Horizon. To have a huge event where the main city's are under attack and just this once you can call ur chocobo into the town to fight and All the FC can make an alliance that would be amazing lol. It would have to be work on though got a bit carried away.
    You mean like Besieged in FFXI?
    (1)

  9. #49
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Galliano View Post
    You mean like Besieged in FFXI?
    Bisieged In FFXI was bad ass be gerat to have something like that in FFXIV.

    Thought I bring this thread back alive again. Devs don't sleep on these ideas. It could make a big difference to this game.
    So Many people are complaining about end game. So many of my friends have left and gone back to WOW because people are saying that end game content is really bad in this game.
    (0)
    Last edited by Blackcanary; 03-15-2014 at 05:23 PM.

  10. #50
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Rostum View Post
    I think it'd be really cool if they made dungeons for gatherers - getting a group of gathering jobs together to achieve certain goals within a dungeon.
    That would be difficult to implement without turning said dungeons into basically stealth games. Of course, I doubt XIV's engine can actually do stealth correctly (hitting check points like in the sylph daily isn't stealth, btw) so...yeah.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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