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  1. #11
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Daranion View Post
    Having not ever played much open world dungeons in my mostly F2P MMO career, WHAT do you even find in an open dungeon? From what I hear it sound about a big a sham as "horizontal" gearing
    -You find danger zones, places you don't travel alone or unprepared.

    -Hidden treasure chests in deep areas of the dungeon

    -Dungeon bosses at the center or far end of the area

    -Rest spots in areas after you take on huge mobs or take too much damage running away allowing you to catch your breathe for the long haul

    -Other players who can help you on your path if 4 people weren't enough when you started

    -puzzles that reset over time to open doors and paths

    -special items only found in that dungeon (and in specific areas of it, gathering botany etc.)

    -and every enemy mob does NOT drop a piece of gear that's equal to the average level for current update's extreme mode primals.

    -Exploration < --- pretty much that, something we don't have in XIV dungeons or is a joke of the concept. :/
    (1)

  2. #12
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Musashidon View Post
    ...
    Then let it be optional while you go grind the latest lvl 60 halllway 300 more times for tomes. Lol, there should be a hallway roullete. Let the others run the larger dungeons for fun.
    (0)

  3. #13
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Kurogaea View Post
    It'll definately make 14 a bit more exciting if mobs actually roamed the cities though I never heard of Dynamis exactly. What would happen in this mode?
    In FFXI, Dynamis was a set of endgame instanced dungeons (they were the first instanced dungeons in FFXI, actually; all previous instances were just trials, and the only "dungeons" were open areas anyone could explore at any time). These dungeons took place in maps based off of the three "starter" cities (Windurst, San d'Oria, and Bastok), the intermediate city (Jeuno sort of kind of an Ishgard equivalent), and two overworld areas (Beucedine Glacier and Xarcabard). (A few more Dynamis areas were added later, but this was Dynamis classic.) In these areas, you'd fight hordes and hordes of powerful monsters that took a lot of coordination to defeat. The monsters would drop some of the most powerful equipment in the game, and Dynamis was the starting point for building Relic Weapons - a horrifying grind of a process that makes all the grinds in FFXIV rolled up into a ball together look puny. There were goals you could accomplish in Dynamis if you chose to (some of them necessary to do at least once, if you wanted to be able to access other Dynamis areas), but a lot of the time folks would simply farm monsters for their gear and currency (used as part of the relic process) drops.

    Thematically, Dynamis took place in the realm of Diabolos, the Lord of Dreams. He had "rescued" the souls of numerous Beastmen and player-race folks who would have otherwise died in the Shadowreign War, and taken them to his realm of dreams. Unfortunately, his idea of rescue left these poor, forsaken souls fighting a neverending war in the realm of dreams, never dying, and never realizing that their war had actually ended more than twenty years ago...

    I'm not sure I miss Dynamis, to be honest. I had some good times, there, but it was a dreadful timesink. There are many other endgame activities in FFXI that I enjoyed much more. Nonetheless, the core idea of fighting monsters inside a city isn't necessarily a bad one.
    (2)

  4. #14
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Jynx View Post
    I woudn't mind something like that but I'd like to see a revamp of how they handle instanced content first.

    I'm sick of being funneled through a linear corridor in intersting areas. I'm always so bummed that the lost city of Amdapor is just a dungeon and not a zone I can explore.
    Ya i agree, i think it would be nice if they designed really big areas, and it's randomly generated paths, that take you through various parts of the dungeon. randomly generated mobs. mini event, like tonberries being attacked, and you save them. (sort of like Diablo3)
    It's just so obvious and boring, with all these linear corridors and circular boss rooms.

    Quote Originally Posted by LineageRazor View Post
    snip
    so basically Diadem was a failed attempt at dynamis? sort of?
    (0)
    Last edited by Radacci; 04-30-2016 at 12:01 AM.

  5. #15
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,495
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Radacci View Post
    so basically Diadem was a failed attempt at dynamis? sort of?
    Yes, though not exactly in a sense that the dynamics of Diadem's mob-farming and Dynamis' mob-farming differed.

    In Dynamis you still had people "pulling" mobs to a designated camp (which slowly moved as you wiped out waves of mobs), and it was almost never one mob at a time. This made Blackmages, Redmages... (anything with sleep really) important in that they had to keep mobs slept/CC'd so the rest of the alliance (several parties) could focus down the same enemy; and the enemies all had access to their designated job's strongest ability (2-hour ability) so there was usually a priority list of what had to die (a Summoner mob who used it's 2-hour and allowed it's unslept pet/avatar to use it's trademark attack would almost guarantee a wipe). In Diadem the strategy is the same as Hunts for everything other than the brachiosaurus, zerg it with numbers, maybe heal tank if he has hate: profit. Camp respawns. I'm not saying Dynamis was rocket science, but you still had to be prepared, and your alliance needed to be on the same page in most cases. It wasn't as face-roll as Diadem... Though the gear that dropped from Dynamis had the drop rate of Primal mounts... And a shared loot pool of all 20 jobs' specific armor so you could imagine the chances of what you wanted actually dropping.
    (1)

  6. #16
    Player
    MugenMugetsu's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    334
    Character
    Mugen Mugetsu
    World
    Mateus
    Main Class
    Bard Lv 60
    I would love to see Dynamis in FFXIV! If only SE would make it a reality...
    (0)
    Quote Originally Posted by 314159265358979323846264338327 View Post
    Oh boy, I can't wait for the update where Ramuh drops out of the sky like "sup dawg, we gon fight up in dis tree to see who da most swoll in da woods".
    "Be excellent to each other."

  7. #17
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Cidel View Post
    In Dynamis you still had people "pulling" mobs to a designated camp (which slowly moved as you wiped out waves of mobs), and it was almost never one mob at a time.
    Yes, this is an important distinction to make in differentiating this from the Diadem. You need to bear in mind that the battle paradigm in FFXI was radically different from that in FFXIV. In FFXI, you pretty much NEVER fought more than one enemy at a time, if you could possibly avoid it. Aoe hate tools were pretty nearly nonexistent, and any enemy worth fighting would generally hit your tank hard enough that fighting even as few as two at once would be a strain for your healers to keep up. Imagine if dungeon trash mobs hit as hard as Sephirot Ex, and none of your tanks have aoe hate or Provoke, and you have a bit of an idea of what it would be like to fight in Dynamis. Crowd control, like Sleepga, was crucial.

    Pretty much any monster pulled would bring a half a dozen or more friends along with it, and often slaying certain enemies would cause NEW groups of enemies to spawn in inconvenient places. "Learning the pulls", knowing which enemies are safe to pull and when was one of the big challenges of Dynamis, and screwing it up tended to compound the problem; even if you recovered from a wipe, you'd now have a new, larger horde to deal with, composed of all the little hordes that the puller (or someone else who edged a little too far into bad territory) grabbed by mistake. And, of course, in FFXI, respawn wasn't really a thing. After a wipe, the only hope of recovery is for folks to have preemptively put Reraise on themselves, in order to raise themselves after death - a tricky proposition if an army of failed pulls are stomping around on top of everyone's corpses!

    Honestly, it was challenging in a way that isn't really reflected by anything in FFXIV. I'm not sure it really could be, either, given this game's lackluster nod to crowd control...
    (0)

  8. #18
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Lemuria View Post
    Yeah, I actually feel sorry for those people. Most of them haven't had a chance to form their own opinion, so they jump on what's "cool" and hate on the game even though their arguments prove they've never even played it. Because they arbitrarily hate the game, they automatically dismiss any suggestions from it no matter how good they could actually do.
    I agree it's pretty stupid to hate on a game that you've never played. On the other hand, it gets tiresome seeing the reruns of these topics that are nothing but mumbo jumbo about FFIX places without any explanation as to what they are. I mean, look at this OP. "DYNAMIS--> The Darker side of Eorzea. [Some pictures.]" Ok. Sure... What? Speak words. Formulate a thought. One that can be understood by everyone and maybe there would be a less hostile reception (in other threads, this one is tame). What seems like arbitrary hatred on a game could be dislike towards how the FFIX fans always arrogantly assume everyone is on board with the topic. It's not "cool" to expect people to be mind readers. It does not invite outsiders to love the game you once loved. And even if everyone were on board with the topic, simply dropping the name of an instance does not tell the readers what part of it you liked, so they might end up agreeing or disagreeing with the request based on completely different aspects of the original implementation.

    Now, on the second page someone had kindly described what Dynamis is. Sounds interesting. I have some doubts about how the player base would take it considering the amount of people that bail on or hate on Aurum Vale, Steps of Faith and ARF. If it's not mandatory I imagine it could bring feelings of nostalgia for some and freshen up the game experience for others. Well, mainly for those who have enough play time to sink into planning mob pulls and who accept only being able to take a break in safe zones. If it had a scaling/flexible group size, that would ease the time and scheduling expectations a little. I wonder what kind of a reward system would appeal to those with a lot of time in their hands and an urge to fight and explore something.
    (0)
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    Viper

  9. #19
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,410
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Hey this isnt FFXI, take that somewhere else over to those forums.



    LOL but in all seriousness, I would like Dynamis here in FFXIV.
    (2)

  10. #20
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Dynamis could work in this game. I imagine it would play like the trash packs in the 24man raids.

    1. Mobs should not have excessive HP

    2. Some situations try to encourage each party to fight its own mob(s) before focusing down a mini-boss of sorts.

    3. A key difference to the 24man raids would be: make the event more endurance based so there isn't really downtime or long empty halls to run through, don't split the mobs into packs basically.

    4. Have a short timer that increases by clearing mobs, it will encourage players to keep pressing ahead.



    That's another point of Dynamis. The event starts with a short amount of time left on the clock, and the more you clear the more time is added to the clock.

    A neat part of the time extensions is that a certain mob has to be killed to get the time extension. There might be 5 or so mobs in the entire zone that give a time extension. It would be up to the raid to decide which way do they want to go. Go for the time extension or go another way to kill something else. This would work perfectly in 14's cities, because none of them are A to Z walkways. They are all like mazes.

    It would be like Diadem in a way (do we want to stare at a Dinosaur, or do we want to complete the actual objectives, or do we want to gather; sadly I don't think you could fish in Dynamis it was only a rumour )
    (0)
    Last edited by Altanas; 04-30-2016 at 06:58 AM.

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