Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 52
  1. #41
    Player
    WHS's Avatar
    Join Date
    Dec 2011
    Posts
    610
    Character
    Lord Rulkar
    World
    Hyperion
    Main Class
    Thaumaturge Lv 60
    Please take a look at a mmo called "Lord of the Rings Online". They have a token system that allows you to do so many of these dungeons a day. Crafting and gathering ones for mats. They are solo but are still alot of fun. I think we could use something like that in this game and it would be less stress to add than what has been discussed so far. Please look at that game and see for yourself. These are instances and they are crafting/gathering for the solo adventurer. Lord of the Rings Online. Don't copy what they did but you might get a good idea from it. Something fresh and new to the final fantasy realm.
    (0)

  2. #42
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Would be nice to see DoH/DoL Dungeons. These dungeons will be "free for all" as their role queue types.

    DoL Dungeons can basically use a lot of per-existing dungeons that are already available through the duty finder. The catch is that there's something there that will give it an element of danger so you have a certain amount of time to "gather". Once everyone is forced to leave you can choose to keep the mats you gathered or turn them in and get gear. All dungeons will have that secret rare node that guarantees, as long as you have enough gathering/perception, to obtain desirable end-game mats.

    Example
    Copperbell Mines:
    1.) You have the average clear time as a normal dungeon and for this zone it's basically due to a gas leak.
    2.) The entrance area is easy to farm but spriggans if they pass through you will take an attempt away from your gathering or take a piece of what you've gathered.
    3.) as you progress further there's a constant bombs exploding which will hinder your gathering process since if they kill you you'll have to walk back.
    4.) As you go deeper Gigas can aggro if they get close enough to hear you do your gathering killing you in the process and taking the node.

    Brayflox's Longstop:
    1.) Aivatar flies around slowly if you walk through its shadow you'll aggro it will be more aware of your presence as time goes by.
    2.) Colibri's and Comet Chasers fly around forcing you into stealth throughout the dungeon
    3.) Those fishing can end up catching Pugils and even Hellbender

    DoH Dungeons can be more unique and take places in major cities or locations such as Camp Drybone or Costa del Sol.

    DoH will however need to be divided into 4 roles. You use the NPC's mats here to craft and crafting HQ gives more exp. In some instances you'll be a guild masters helper or you'll do things on your own.
    DoH dungeons will follow a sort of "evaluation" for each role at the end. Alchemist and Culinarian will increase gil gains, Blacksmith, Goldsmith, and Leatherworker will increase crystal gains, Armorer and Weaver will increase exp gains, carpenter increases the chance of a special reward.

    Would be nice to have raids that mix up those two types of DoH and DoL as end-game content.
    (0)

  3. #43
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    IMO the new dungeons eventaully will be something like "handing out DoH/DoL gears" (like hunting) then a lot of ppl with good gears will blame it all the day ^^;
    (0)

  4. #44
    Player
    AttacKat's Avatar
    Join Date
    Apr 2012
    Posts
    500
    Character
    Attackat Muaddib
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kylur View Post
    We all know how dull leveling a field craft and tradecraft skill can be, 30+ hours of grinding can get tiring on the soul. I think that something like “Crafters Dungeons” should be implemented into the game.
    ...
    The idea is that it will get harder and harder as you progress taking you to new levels. Strategy will be needed by all parties to: avoid mobs, figure out puzzles to create keys, and find hard-to-locate nodes.
    What SE seriously need to do is send 3-6 of their lead programmers/concept planners off to EVE-Online and play that game for 3-6 months, or longer.

    ATM, ARR is all theme-park, basic grind, and combat end-game progression and lacks "game play" for non-combat roles. Crafters aren't needed as combat classes can get their BiS gear from dungeons and crafted gear are always at least few iLvl below and costs hundreds thousands of gil to purchase due to the lack of material.

    EVE-Online, made it so that combat classes MUST rely on the crafting classes in order to obtain the best equipment and progress, hence creating a hand-on dependency between the classes, as well as a true player driven market/environment.

    IMHO, the current approach isn't going to keep the same players playing for years to come.
    (0)

  5. #45
    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 AttacKat View Post
    What SE seriously need to do is send 3-6 of their lead programmers/concept planners off to EVE-Online and play that game for 3-6 months, or longer.
    If only EVE was the standard instead of WoW. Heck they only need to look at version 1.x and XI - Both rely on crafters in some capacity in certain content, e.g Hamlet Defense and Campaign Ops (XI) and to an extension, Reives (a style of Campaign where you need 'survival skills' which would be perfect for Botanist/Miner in XIV.)
    (0)

  6. 08-14-2014 12:44 PM
    Reason
    Wrong page.

  7. #46
    Player
    Wulfyn's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    334
    Character
    Kuda Dela'mango
    World
    Behemoth
    Main Class
    Lancer Lv 60
    If it was set to where crafters made ammo for say Archer/Bard.. they would complain they have to carry different ammos like in FFXI or spend money for arrows. Must be nice to not have to do that. In the end ammo would be a good addition, but like I said, players would just complain.
    (0)

  8. #47
    Player
    Airal's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    69
    Character
    Airal Luna
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    The ammo thing makes me think that Rogue/Ninja will have their "poisoned blades" mechanic just be a random proc on melee attacks instead of carrying poisons for different effects like some people have guessed. That or they'll be able to use the existing potions for status ailments in a unique way.

    I'd like to have something to do with my gathering classes other than stand around waiting for a node that only pops once per game day and then go back to standing around while the cycle renews itself. It's always a little difficult at the tail-end of a patch if there's no additional content that has high replay value. That's not to say there isn't motivation for players to do some of the quests over again, but it's not always going to appeal to everyone. Just the players who enjoy a good grind (and a reasonable reward at the end of the day).
    (0)

  9. #48
    Player
    Mamakat's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa, a sight for me sore eyes!
    Posts
    104
    Character
    Katja Baladeva
    World
    Excalibur
    Main Class
    Astrologian Lv 70
    Hamlet is one of the things I really miss about 1.0 ; ;
    (0)

  10. #49
    Player
    Pheylan's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    11
    Character
    Pheylan Dok'lun
    World
    Excalibur
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Grekumah View Post
    Providers and Builders of the Realm,

    There are no plans at the moment to create crafting and gathering dungeons, but we understand everyone’s desire for such content. We would like to look into creating this style of content if we can come up with a well-balanced, fun and interesting idea.
    I love crafting, I do, I just need an easier way not to become poor because of material buying. A crafting dungeon would be ideal, running around getting what you need, solve puzzles, get xp from it to level your crafter up. Something of a bonus for the people trying to work on it. I have noticed that crafters are just kinda "there" no real purpose, like your main classes. I don't know, maybe it's just me..
    (0)

  11. #50
    Player
    BubbaVomtor's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    15
    Character
    Bubba Vomtor
    World
    Shiva
    Main Class
    Miner Lv 50
    I would so be up for this
    I wouldn't even want to do it for the exp, I'd happily take my lv50 miner through crafting/gathering dungeons
    (0)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast

Tags for this Thread