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Thread: Dungeons Raids

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  1. #1
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
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    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    What are you even talking about? CT/Sycrus/WoD are only 3 different raids, and technically they each have 3 "levels" to them.

    The problem with branching is 1) it requires more development, 2) it defeats the purpose of having 3 parties, and 3) It's very likely that people will find the most efficient path and grind it out anyway


    I'm all for dungeons having multiple clear paths or alternate means of getting to the end, but i dont know if Raids are the best place to do that.
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  2. #2
    Player
    AdamFyi's Avatar
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    Feb 2014
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    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Edellis View Post
    I'm all for dungeons having multiple clear paths or alternate means of getting to the end, but i dont know if Raids are the best place to do that.
    I think what he means is that there are branching paths - each with their own specific loot. Something like.. one path has one boss with high difficulty while another has multiple bosses with lowered difficulty, but they all retain their pros and cons. Maybe one side requires more team coordination, and one side requires more individual awareness. Loot distributed has differing stats. Such as one side giving stats that focus more to Critical Hit and another favouring Spell/Skill Speed. I could be wrong though. The OP was very confusing.

    Edit:

    The OP is talking about raids such as BCoB and Alexander, and not from the CT series.
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    Last edited by AdamFyi; 06-19-2015 at 03:47 AM.

  3. #3
    Player
    Emstidor's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    346
    Character
    Emstidor Diabolos
    World
    Excalibur
    Main Class
    Monk Lv 71
    The devs already tried something like this with Turn 2, and back when it was relevant content the playerbase found a single optimal path and stuck with that one constantly. Branching paths sound cool in theory, but in practice rarely work out as intended, and thus lead to development time that could've been successfully applied elsewhere.
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  4. #4
    Player
    Natsuki's Avatar
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    Jan 2012
    Posts
    103
    Character
    Fusa Furukane
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Emstidor View Post
    The devs already tried something like this with Turn 2, and back when it was relevant content the playerbase found a single optimal path and stuck with that one constantly. Branching paths sound cool in theory, but in practice rarely work out as intended, and thus lead to development time that could've been successfully applied elsewhere.
    I suddenly wonder how many players actualy how ROT works xD all i ever saw on my server back then was enrage parties
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