Then everyone would be expected to have multiple jobs leveled and geared. The community would essentially shun those who don't have or spend the time to level and gear multiple jobs from the content.
Party Finder:
X 4 man dungeon
Description: DPS MUST have a melee AND BLM leveled and geared to ilvl X. Want this done quick.
And in duty finder it could be rather annoying.
Party consists of WAR, WHM, DRG, and MNK.
WAR: I'll switch to PLD at bosses for the damage mitigation. DPS have BLM for trash?
(Both DPS): No.
Tank either leaves or initiates votekick.
Last edited by File2ish; 09-12-2014 at 05:37 PM.
That actually looks like a lot of fun, something to get a party with and explore, fighting your way through. With FFXIV's environment details (some of XI's dungeons were bland due to graphics limitations), I bet SE could make it look good as well.
How so? Hunts were a problem due to ease of both getting to the mobs, as well as taking them out. In literally 20s of a call out, the group could get to the mob and kill it. If the dungeon was large enough, it wouldn't be a one second free gear fest hunts turned out to be.
How did XI and XIV 1.0 (heck, even WoW's "dungeons" like the whole dwarf area in Burning Steppes, the area in Hinterlands, and the various cave systems through out the game) avoid the problem (I assume XIV did), yet XIV 2.0 can't?
Because those dungeons are level synched and you can't use over gearing as a crutch to bad performance. Level 50 dungeons are not level synched so you can basically brute force the dungeons by having larger armour and health pools than the mobs were designed for, as well as take them out way faster.
Last edited by Magis; 09-12-2014 at 10:59 PM.
There are 20 hunt mobs spread out over 20 maps (not counting B ranks) and every time one is spawned the server is lagged to the point of the mob disappearing. Many people can't even get to the mobs in time before they are zerged down. Now imagine 2-3 dungeons over the entire map and the entire server trying to get to them.
Burning stepps and hinterlands are not open world dungeons. They are just open areas with some quest mobs and crevices to explore. What you are asking for is a non instanced version of UBRS or Maurudon and the entire server trying to kill General Angerforge.
This would be controversial in group settings. The larger the group, the more controversial.
This could work if it applied to classes(not jobs) which are underused as a main. They could make dungeons for solo/duo and pets for an endgame alternative.
There could have been 200 hunt mobs, your point is moot. With the ability to get to the mob in a single teleport, it didn't matter how many there were or what zones. The "horde" of people would get to each one instantly causing slow down wherever they went, and due to being able to quickly kill them... are able to switch to the next one in less than 30s. Add to the fact you literally got ilvl 110 gear for doing basically nothing, of course it was going to spell disaster. When the ease of gear dropped to something less ridiculous, look what happened to B ranks. Also mind you, I don't recall any zone wide slow down, only being in close proximity to the group of players. The server doesn't send game data to you zone wide, rather in a small radius around oneself.
While Blizzard didn't name them "dungeons" as there was no direct zone line, they were for all intents and purposes. They were enclosed areas with elite mobs in many cases, used for quests and getting various items.
Case in point, King Ranperre's Tomb in XI was a "dungeon" yet it was basically a small cave network connecting a couple zones, as well as a location for some quests... basically what a lot of areas in WoW were. Map:
http://wiki.ffxiclopedia.org/wiki/Ki...39;s_Tomb/Maps
in a game that punishs you for having 2 classes on the one character, I can't see this as something the dev team would ever implement. In saying that, it does sound interesting to me, however.
How is the point moot when this is exactly what will happen if open world dungeons are implemented. Do you think that because the dungeons don't award i110 gear that there will be less people doing it? In fact, hunts were such a problems that it is a perfect example of why such dungeons should not be introduced.
There were elite mobs, and they don't drop anything special, maybe the occassional green item or if you were lucky a BOE blue that you could sell or use. People saw no reason to farm them, because they already had instanced dungeons like BRD implemented. That is why the only players killing these elites were doing them for the quest.
I never played XI so I can't accurately comment on that. 1 thing I do know, at least from what I read from the forums, is that some NMs are heavily camped, which if you are a fan of excluding certain groups of players from gear, then great. Personally, I am not a fan of that. Like I said, I would like to see more interesting dungeon design, but making it a big FFA is not the way to go.
Last edited by skaterger; 09-12-2014 at 11:50 PM.
As I said, the extreme ease of hunts had people gravitate toward them. The ability to get almost BIS gear (and for certain slots, indeed BIS) for basically no effort made them hugely popular. The ability to get to a hunt mob, and kill them in less than a minute allowed for the mess to happen.
Wait so in the above quote you say that everyone would be doing them, but in this quote you said no one did the WoW ones because there was instances? I never said to remove instanced dungeons, rather add more open world ones on top of that. You know... more options so that you don't get a "do either this if you are casual or that if you are hardcore" scenario. People went in there to get crafting materials (ie ore nodes) and some involved rep grinds (the whole Netherdrake mine in the TBC) as well. The same was for XI, it wasn't just to get some item at the end. You can do a lot more with an open world dungeon than an instanced one which is usually just "kill bosses for shiney". Anyway, after vanilla there was no BRD style dungeons ever again (well, I stopped at the end of TBC, maybe they added one later?).
There are alternatives to most items (relic and trials in case of weapons, hunts, and coil), this would be just another.
Extreme ease of hunts? Its only easy BECAUSE the whole server is there when it spawns. No matter how much hp you put on a boss (see odin), it will still die in a matter of minutes at most if there is no way of limiting the number of people in it. From a pure fun factor, it is terribly boring to spam medica and flash on a tank. Yoshi even mentioned that open world dungeons are undesirable because it would be impossible to design a fight if there are hundreds of people fighting them. Mechanics are totally ignored and every fight would become a tank and spank. At this point, it would no longer become a dungeon run but more like an open world boss, and what different would it be from an s rank hunt or odin? It's patchwerk all over again, but this time with a disappearing boss and mass dc.
I think you are confusing between dungeons and open world. When you mention the netherwing mines, those are open world areas no different from the ixali camps in coerthas or zanrak in southern thanalan. Open world mobs? Check. Elite mobs. Fate bosses. Check. Ore nodes? Mining and Botany nodes. Check. Rep grind. Check. Another example is the Isle of Quel Danas at end of bc. That had a quest hub for dailies to grind for shattered sun rep, a 4 man instanced dungeon and sunwell plateau which was a raid. Let me repeat, there were never any open world dungeons outside of instanced ones in Wow, not even close. Also, instanced dungeon as it stands caters to both casuals and hardcores. Casuals in difficulty so they can have fun, at the same time hardcores need to do them for tomes (hunts aside). Making them open world would make them more exculsive, rather than inclusive, if anything.
This game has vertical progression which does not follow XI at all.
Last edited by skaterger; 09-14-2014 at 03:33 AM.
|
![]() |
![]() |
![]() |
|