If they are it doesn't mean your idea is the right one. There's a reason the game died back then. There's a reason this is scrapped. There's a reason it's successful now. Cause and effect.This is what makes XIV different from other MMOs, the character's ability to do multi-jobs with just one character. If people do not want this game to use it to its advantage, then they need to stop complaining about "how ARR is just like other MMO and it is themepark".
People cry for more challenging content, this offers that, more challenge.
No, right now, ARR doesn't offer anywhere near this. Sorry, coil is no where near doing this. You do one coil, you stop, reform your party with different members, go back and do the next coil. You are doing a single dungeon with a different party in Coil.
Right now, ST is pretty much the same no matter which level you are on. It is dodge/move/avoid, raise and repeat, it offers very little challenge, if any. ST is a perfect kind of dungeon to implement something like this.
Sorry, game went dead because it has crappy infrastructure, 3-5 sec lags in instances, mobs doesn't display when you have 20+ people at loc, dysfunctional retainer market, TP taking up to 5 mins, and lack of MMO play-ability. Back in Closed Beta, many players complained that ARR shouldn't trash everything 1.23 offers, and should keep some aspect of it. This is one aspect that is worth consideration because it changes the current monotone endgame raids.
Yes, I understand many wishes to play only one job and there are plenty of content for that. But all I can say is, when you still see players in ARR creating a 2nd character to level up another job after their "main" hits 50, that indicates serious lack of understanding what one character offers.
Last edited by AttacKat; 09-10-2014 at 10:18 PM.
Please don't marginalize, there were plenty of people content with the content given during beta. A lot of the problems you're mentioning didn't exist in beta due to the large amount of restrictions. On a different note, I personally don't like the thought of using multiple jobs for a dungeon. It'll restrict members (not everyone has multiple jobs, like how my alt only has Warrior leveled), it creates division amongst jobs, and it prevents players from playing their favored class. I wouldn't mind having 1 or 2 dungeons like this, but I don't want them to convert back to this format
Sorry, game went dead because it has crappy infrastructure, 3-5 sec lags in instances, mobs doesn't display when you have 20+ people at loc, dysfunctional retainer market, TP taking up to 5 mins, and lack of MMO play-ability. Back in Closed Beta, many players complained that ARR shouldn't trash everything 1.23 offers, and should keep some aspect of it. This is one aspect that is worth consideration because it changes the current monotone endgame raids.
Yeah, i'm good with not bringing back 1.0's dungeon run style. I think you need to clean off those rose-tinted glasses OP, and remember things clearly. Dungeon runs back then were grueling tests of patience and if you had a group from your LS that wanted to run more than once per day, it was a lucky day, they were so exasperating to everyone. As a healer back then, I never want to repeat that experience.Dungeons back then were something I avoided for the most part. Only reason I even saw the inside of 1.0's aurum vale was because my PLD AF had to be found there. It was, as lololink said: run to beacon => sleep mobs => stand in beacon until everything despawns => run to next beacon => etc. It was pretty damn terrible.
"You don't stop playing when you get old, you get old when you stop playing!"
Punctuation is your friend. It deliniates the difference between "Let's eat, Grandma!" and "Let's eat Grandma!"
I disagree with the last part. Many people create a second character to avoid the caps and lockouts placed on their main. In case you haven't noticed, it actually takes about three times as long to gear for a second job on the same character versus using another. If you have the time to play two, go for it, most of us don't.
Yes, I understand many wishes to play only one job and there are plenty of content for that. But all I can say is, when you still see players in ARR creating a 2nd character to level up another job after their "main" hits 50, that indicates serious lack of understanding what one character offers.
"You don't stop playing when you get old, you get old when you stop playing!"
Punctuation is your friend. It deliniates the difference between "Let's eat, Grandma!" and "Let's eat Grandma!"
played SCH for Coil, played BLM for ST, played WAR for Roulette, played BRD in Ramuh, played WHM doing hunts.
crafted and gathered, all within the last week. not seeing any shaft here.
only thing limiting me from playing more jobs in more places is my iLv and Coil lockout. i don't need or want to change jobs within a single piece of content.
If you want to add more diversity or challenge to dungeons, then the dungeons itself needs to be redesigned with that in mind. Like OP mentioned, there was a post made a while back pointing out that the "difficulty" of most of the end game boss fights are nothing but spot checks and mechanics, and I agree that this is a problem to an extent; it leaves for nothing exciting for players who have it down to a T, and serve to frustrate anyone otherwise. Having multi class in dungeons...doesn't really address that. Redesign some fights to require players utilize their class skills and cooldowns rather than baseline mechanic (mobility and such).
And cause and effect; players will want to optimize their dungeon runs to take advantage of this, and it will create more player division of who gets and who doesn't get in a party. It's been the case for a lot implemented updates; SE wanted hunts to be tackled by small groups of players, now it's monopolized by LS and guilds to the point that people can't reach A or even S ranks within reasonable time. People will find a way to utilize something to full effiency, ad it will unfortunately burden other players who don't want to otherwise.
Ive seen some vids on those dungeon and I dont think that is.something 98% of the playerbase is going to find interesting enough to do
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