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  1. #1
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    He's not only talking about dungeons that restrict weapons or magic.
    He's talking about dungeons that would use a certain gimmick or feature to complete. Something to change the pace of gameplay and have people think about how to go about completing it under those restrictions.
    (3)

  2. #2
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Gramul View Post
    He's not only talking about dungeons that restrict weapons or magic.
    He's talking about dungeons that would use a certain gimmick or feature to complete. Something to change the pace of gameplay and have people think about how to go about completing it under those restrictions.
    Exactly.

    Keep in mind that the dungeons and rewards would be balanced according to the restrictions. I'd hardly expect a magic-themed dungeon to give a suit of GLD armor as a reward.

    Also, don't limit yourself into thinking that restrictions are just magic-only or phys-only. Consider the examples I gave (along with some others):
    • Elemental Condition (eg Lava Dungeon) - Elemental affinity needs to be above X or you take damage every step.
    • Magnetic Field - Metallic weapons are 50% slower/weaker and metallic armor gives you 'Gravity' effect.
    • Curse of Hunger - Food wears off 4x faster, and you gain weakened condition if not 'Well Fed'
    • Submerged - Need 'Bubble' spell (eg like "force field" in LL opening) to navigate through dungeon -- Sorta FF:CC style
    • Poison Gas - Constant poisoning if not using special mask item
    • Magic Supression - MP costs double
    • Aura of Torpor - no TP generation
    • False Walls - Need Miner to locate and break through.
    • Crafters Door - Specific DoH class needed to make key to open door.

    These ideas could either be used in optional parts of dungeons or as themes for an entire dungeon.

    Sidenote: Now that I think of it, FFXI had the 'Three Mage Gate' which is along the same lines as the above ideas. Although, it was annoying as it was used as part of the Windurst Missions and wasn't optional. Restrictive gates like that should be used to protect content that is specifically relevant to the classes opening it IMO.
    (3)
    Last edited by Zantetsuken; 09-07-2011 at 06:02 AM.