Get rid of the timer and I'd be all for it.
Get rid of the timer and I'd be all for it.
Certain, certainly not the majority, of 1.0 dungeons, much like Maradon and especially Blackrock Depths in WoW, functioned somewhere between a dungeon and a zone that required a party to safely explore, equipped with a slurry of NMs/bosses. That being said, I'd rather have party or party-scaling zones with the next expansion than have maze dungeons (though that may just be because I want a more entertaining open world...). The only non-linear dungeons I'd be looking forward to are new or reworked (HM) imperial/assault dungeons (such as Castrum), which I hope might actually test our competence in terms of split-team coordination and strategy (in terms of tools used and waypoints taken).
Last edited by Shurrikhan; 08-01-2014 at 10:05 PM.
lol
As legacy players can see, dungeons in 1.0 are designed so that newcomers will have to figure out the way to get maximum rewards. Doing it straightforward will lead to mediocre stuff. The problem is that it took many memorization to know where and how on each dungeons.
Now in ARR, it is now a linear path mostly. And whatever mistakes party does in dungeon, they will get about same rewards, more or less. And most of all, no memorization needed.
People don't want time consuming or exploration. They want the quickest and most efficient way to get to the end goal as possible. It would end up a ghost town meant for premade parties and random niches of people to go for the sake of novelty. Everyone else would be off speed running the latest dungeon for maximum tokens to get the best gear possible so that they can spend more time AFK'ing around RT.Personally, I'd love to see something like Black Rock Depths in FFXIV. It was a huge dungeon that had some optional bosses if we went exploring, and all of them had viable loot tables. That place was really memorable just for the bar, which acted as a halfway point and rest stop in the middle of the dungeon.
I think they could implement some semi-random dungeon maps à la Phantasy Star Online. They were basically 4 dungeon layouts. In PSO2 the layout is far more random but they bring the sense of exploration. I Think this would bring more life to the game![]()
That would be really good. There could be Boss FATEs in the open world dungeons, where the bosses drop the key to the one with the most points. And also some special dungeon leves for a party, where you can find a leve chest randomly with good rewards in it.I would be happy if they added some open world dungeons to explore. Multi layered caves and caverns or abandoned ruins and castles would be good. Throw in some random chests and keys dropped from mobs along with NMs and pop mobs linked to quests to give you a few reasons to explore them.
I love that feeling of stumbling across a random hole in a wall and wondering what's inside, then going in to discover it's a massive labyrinth with nasty beasties and treasure to be had.
And not only holes in a wall, also holes in the ground. Like with the Spriggan cave in Central Shroud, where you can fall into the cave by accident ^^
Last edited by Felis; 08-01-2014 at 11:59 PM.
now you just memorize scripted boss rotations, way betterlol
As legacy players can see, dungeons in 1.0 are designed so that newcomers will have to figure out the way to get maximum rewards. Doing it straightforward will lead to mediocre stuff. The problem is that it took many memorization to know where and how on each dungeons.
Now in ARR, it is now a linear path mostly. And whatever mistakes party does in dungeon, they will get about same rewards, more or less. And most of all, no memorization needed.
PCs in signature, alright heres mine:
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Funny thing is, it never turned out that way because of how interesting a place it was. It really had something for everyone.People don't want time consuming or exploration. They want the quickest and most efficient way to get to the end goal as possible. It would end up a ghost town meant for premade parties and random niches of people to go for the sake of novelty. Everyone else would be off speed running the latest dungeon for maximum tokens to get the best gear possible so that they can spend more time AFK'ing around RT.
No one on my server wanted to touch that place. I don't think I ever went inside there, until you needed to talk to a spirit or whatever to get a token for the first moon-celebartion-festival-event-thingy, and even then I soloed it as a Hunter. Feign Death and Shadowmeld, ho!
15 bosses and a couple of rare spawn bosses. It was so big and complex that players had split the place to three or four boss routes to run -- the first room alone had like 30-40 mobs! A full run could literally take half a day to do. Mob levels were also all over the place, because of how big it was. Some of the areas were behind a locked door, where one would need either to complete a quest inside the same dungeon to get it or have a Rogue to pick the lock. You had to be dead to get the quest, which was pretty cool. Can't remember if the loot was any good, except for a couple of pieces, before the vanilla loot revamp. Think all INT on caster gear replaced with PIE tier of bad, but the itemisation in general is another story.Personally, I'd love to see something like Black Rock Depths in FFXIV. It was a huge dungeon that had some optional bosses if we went exploring, and all of them had viable loot tables. That place was really memorable just for the bar, which acted as a halfway point and rest stop in the middle of the dungeon.
I hope I never see anything like that again.
Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.
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