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  1. #1
    Player
    Dijana's Avatar
    Join Date
    Aug 2011
    Location
    The Goblet
    Posts
    696
    Character
    Dijana Menatas
    World
    Zurvan
    Main Class
    Dancer Lv 90
    I remember dynamis. Where all the mobs were in neat little areas according to their type with no overlap, oh, just like XIV.

    I remember there being 24 people, and hating about 20 of them.

    I remember falling asleep too because it was 4 hours of mind numbing boredom killing this and that waiting for something I could use to drop, only to see the leader say '*current favourite person* loot'

    I remember all the currency going to fund the Leader's bf's aegis, so that he could replace our good MT and then cause us to wipe. I remember the relics always going to the leader's boyfriends/friends until she didnt like them anymore and suddenly they were to go to someone else.

    I remember farming Tav over and over and over for some reason until nobody was even taking anything anymore.

    I remember the loot drama and people complaining and being catty because someone else got what they wanted.

    No, I dont miss dynamis type fights.
    (1)

  2. #2
    Player
    Nanaho's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    251
    Character
    Palamula Anamaleth
    World
    Faerie
    Main Class
    Lancer Lv 51
    Quote Originally Posted by Dijana View Post
    Lots of whining and complaining about everything.
    Yes, because if they made large scale Open ended dungeons in XIV, it would be exactly the same. Closed mindedness much? Obviously they would do different things for this game, The loot system wouldnt even work in this the way it does in XI, and that's not whatsoever what hes saying, he's saying he misses that type of instance, Where it was a lot of people, working together to slam dunk an area. instead of running through the same linear pathway dungeons we currently have
    (3)

  3. #3
    Player
    Dijana's Avatar
    Join Date
    Aug 2011
    Location
    The Goblet
    Posts
    696
    Character
    Dijana Menatas
    World
    Zurvan
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Nanaho View Post
    Yes, because if they made large scale Open ended dungeons in XIV, it would be exactly the same. Closed mindedness much? Obviously they would do different things for this game, The loot system wouldnt even work in this the way it does in XI, and that's not whatsoever what hes saying, he's saying he misses that type of instance, Where it was a lot of people, working together to slam dunk an area. instead of running through the same linear pathway dungeons we currently have
    If it's different, then its not a dynamis type fight. Dynamis wasnt fun, it was repetitive, it was mostly farming trash mobs, it wasnt an 'open ended dungeon' it was just a recycled existing zone with boring mob placement compared to the rest of the game. Even the bosses weren't that interesting, most of them were just stronger versions of the normal mobs, or they had like one special mechanic you had to be aware of.

    The 'a lot of people working together' wasn't even that either. It was just a bunch of bodies spamming their strongest spell, or swinging until they got the tp to use their strongest weapon skill, or the thief just swinging at stuff for treasure hunter. The fights in XIV at least DO require people to work together for the mechanics, and the reason we dont have large scale content like that is because, quite simply, people wouldnt be able to work together like the way people seemed to think it was in XI. CT is proof of that. The only reason most people ever did dynamis in XI was for the gear years later because the way that game functioned, every new piece of gear was such a small upgrade that we were still using lvl 50 gear at 75, and years after it was first implemented, just so we could switch it in for 2 seconds in a macro.

    It's nostalgia, it wasnt fun. I enjoyed it during its time but no, going back to that isnt the way. By all means make suggestions for large scale open dungeons, but dont compare it to old, grindy, dated content from a game that was released a decade ago.

    Dynamis only became fun after the changes that took away the zone reservations and you DIDN'T have to follow a one way predictable path or take in a huge group of people you didnt necessarily even like. Despite it being a wide open zone, thats what everyone did, they followed the same path every week because it was the most profitable/they needed to take out certain bosses and work their way through. Anything 'open' about it was just an illusion.
    (4)
    Last edited by Dijana; 06-05-2014 at 05:50 AM.

  4. 06-05-2014 06:07 AM

  5. #5
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Dijana View Post
    If it's different, then its not a dynamis type fight. Dynamis wasnt fun, it was repetitive, it was mostly farming trash mobs, it wasnt an 'open ended dungeon' it was just a recycled existing zone with boring mob placement compared to the rest of the game. Even the bosses weren't that interesting, most of them were just stronger versions of the normal mobs, or they had like one special mechanic you had to be aware of.

    The 'a lot of people working together' wasn't even that either. It was just a bunch of bodies spamming their strongest spell, or swinging until they got the tp to use their strongest weapon skill, or the thief just swinging at stuff for treasure hunter. The fights in XIV at least DO require people to work together for the mechanics, and the reason we dont have large scale content like that is because, quite simply, people wouldnt be able to work together like the way people seemed to think it was in XI. CT is proof of that. The only reason most people ever did dynamis in XI was for the gear years later because the way that game functioned, every new piece of gear was such a small upgrade that we were still using lvl 50 gear at 75, and years after it was first implemented, just so we could switch it in for 2 seconds in a macro.

    It's nostalgia, it wasnt fun. I enjoyed it during its time but no, going back to that isnt the way. By all means make suggestions for large scale open dungeons, but dont compare it to old, grindy, dated content from a game that was released a decade ago.

    Dynamis only became fun after the changes that took away the zone reservations and you DIDN'T have to follow a one way predictable path or take in a huge group of people you didnt necessarily even like. Despite it being a wide open zone, thats what everyone did, they followed the same path every week because it was the most profitable/they needed to take out certain bosses and work their way through. Anything 'open' about it was just an illusion.
    I hope folks realize that, in this context, EVERYTHING is an "illusion" once a cookie cutter or "best" method/setup is found. We still have the option to go about things the way we want, but it's not exactly the "best" way to do it. Saying something like "Anything 'open' about it was just an illusion" is like saying "humans need oxygen to breathe". It's a Captain Obvious argument.

    I strongly disagree with your outlook on how Dynamis worked. The fact you ignore the existence of sleep/stun teams in original Dynamis is proof that you either never did anything but a DPS role or you performed those extra duties very poorly. And yes, you did need those side teams. So if you were say... a SAM or some generic DPS, then yeah, of course it's just a bunch of bodies spamming their strongest stuff. Just like it is here and for every other game that you don't have to worry about additional duties.

    Nostalgia does have an influence on a lot of things, but if you ignore perspective, you're just ignorant. A lot of times, when people relate one thing to another, they're often referring to concepts about it and not the literal/exact content itself. In fact, it often includes themes or artistic design. Most of us that played while Dynamis was endgame relevant can probably recall how it felt to see such an eerie and dangerous zone, much less it being the very towns that you safely frequented. What happened to the friendly NPCs? Did anything about the environment change? Can we go into certain areas that we could in the normal zone? Etc. Things that make the player use their imagination... a concept that many developers fail to take advantage of these days.
    (6)

  6. #6
    Player
    Arkista's Avatar
    Join Date
    Aug 2013
    Posts
    1,572
    Character
    Arkista Valentine
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Dijana View Post
    snip.
    Sounds like someone should have found a new LS.......
    (5)