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  1. #1
    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 Malusion View Post
    A dungeon like that wouldn't really operate well on their dungeon timer system. .
    That's why I said Lost City was wasted potential - It was a 'gated off area', but ended up as an instance instead of overworld. All they need to do is make more overworld dungeons and simply instance important sections when need be, e.g boss areas.
    (1)

  2. #2
    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 Tupsi View Post
    That's why I said Lost City was wasted potential - It was a 'gated off area', but ended up as an instance instead of overworld. All they need to do is make more overworld dungeons and simply instance important sections when need be, e.g boss areas.
    You're looking at this from the wrong angle. The correct line of thought would be to say "dungeon timers are a mistake and should be removed from the game to allow something like Black Rock Depths to be implemented into FFXIV".

    As said earlier, the dungeon was designed to be a city so you did have a military quarter, a jails area, a commons area, a commercial district and so on. SE would have to implement the equivalent of an enemy city with numerous bosses and paths to follow with mandatory backtracking. Problem is, that also doesn't work with the way duties are structured.

    On top of this, the dungeon itself was designed to last you a couple of levels, as there is a level gap between the bosses in the jail area and bosses leading to Emperor Thaurissan. I'm guessing Blizzard's idea was basically "the lower level players will just kill the bosses on the side of the city that they can do, and as they level up start taking on the bosses leading to the emperor".
    (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)