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Thread: Memoria

  1. #21
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90
    Quote Originally Posted by Hakuro89 View Post
    I don't know what to make of Cleyra being in FFXIV, or where they'd put it. Or how to fit it into the lore. Maybe somewhere near Ala Mhigo? Still, it would make a very interesting area unlike anything we've really seen before, in that it's an extremely three-dimensional area that branches out in every direction, and wouldn't be limited to 2 dimensions like every other city. Unfortunately though, I can see a city like that nestled in a giant tree would put a lot of rendering strain on console and average PC users.
    On the whole, an appetizing idea that I'd like to see, but if I had to choose between the two I'd still want to see Memoria more.

    But I think we're getting the same feel as Chocobo's Paradise/Chocobo's Lagoon in the area showcased in the first Stormblood trailer. Rhalgr's Reach, I think it was called?
    Hmm, the design may have issue yeah. I think counter intuitively it may help to make it extra large so you can make the point where high unique object density (points of interest) are seperated from each other enough for LOD and Occlusion culling to help. Because everyone will use the little nodes, so long as you don't make it "look" stretched, the scale could become both an asset in visuals and also the fact that all the gathering places are planned around not being near each other lol.

    I agree that doing anything hamfisted half hearted is not for the best, so if it can't be done it can't be. But like I sort of thought what would be with Ishgard and what you pointed out, I think a very vertical opportunity would be great. Also I would imagine Memoria would be easier to implement sooner than something like Cleyra, since it's dungeon content (both implented more often, and requires less intensive details, like not 100+ new npcs and quests lol).

    Also could you help me with that Chocobo's Paradise/Lagoon? Rhalg's Reach is the area in the FFXIV SB Trailer, like the big hand jutting out and the waterfalls around it. https://www.youtube.com/watch?v=CCYx6sNKsug

    Is that the area you're talking about? Because if they have an area like Chocobo's Paradise... Yeey! I love floating areas with abundant water features, maybe a bit cliche but I still like it lol. Like Zeal from Chrono Trigger.
    (0)
    Last edited by Shougun; 05-06-2017 at 04:18 PM.

  2. #22
    Player
    Enkidoh's Avatar
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    Enkidoh Roux
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    Balmung
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    Paladin Lv 90
    Quote Originally Posted by Ama_Hamada View Post
    I would like flashback exploring of 1.0 and seeing the clamitiy. I miss 1.0 mor dhona music. That music really fit the mood of being in a high level area with anything ready to kill you.
    Sadly that will never happen though, as most of 1.0 is now decanonized and retconned (the only real 'canon' part of 1.0 is the Seventh Umbral Era story concerning Dalamud's summoning, the original starting city stories and the Path of the Twelve story have been pillaged for ideas and concepts that were used in ARR's main scenario, with what's left over left on the kerbside beside the rubbish bags to be recycled or else deposited in landfill.

    Plus, given ARR is not just a sequel to 1.0 but a complete reboot, any hypothetical dungeon, storyline or expansion set pre-Calamity during 1.0's setting will most definitely not feature 1.0's actual areas and cutscenes, instead it's obvious it would be rendered using ARR content (as has already been shown from time to time in ARR). No, 1.0 is gone and is never coming back. Any Sixth Astral Era-set content or quests that could hypothetically appear in ARR will be retconned to fit into ARR accordingly and would not involve a 'return to 1.0'.
    (0)
    Last edited by Enkidoh; 05-06-2017 at 04:48 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  3. #23
    Player
    Ama_Hamada's Avatar
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    Ama Hamada
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    Arcanist Lv 80
    Quote Originally Posted by Enkidoh View Post
    Sadly that will never happen though, as most of 1.0 is now decanonized and retconned (the only real 'canon' part of 1.0 is the Seventh Umbral Era storyconcerning Dalamud's summoning, the original starting city stories and the Path of the Twelve story have been pillaged for ideas and concepts that were used in ARR's main scenario, with what's left over left on the kerbside beside the rubbish bags to be recycled or else deposited in landfill.

    Plus, given ARR is not just a sequel to 1.0 but a complete reboot, any hypothetical dungeon, storyline or expansion set pre-Calamity during 1.0's setting will most definitely not feature 1.0's actual areas and cutscenes, instead it's obvious it would be rendered using ARR content (as has already been shown from time to time in ARR). No, 1.0 is gone and is never coming back. Any Sixth Astral Era-set content or quests that could hypothetically appear in ARR will be retconned to fit into ARR accordingly and would not involve a 'return to 1.0'.
    eh? You never seen the sands of time thing in wow? (another post referenced this) it is not bringing back EVERYTHING, but small bits to explore, like a limited size zone to access the calamity or just the moments before. It is like viewing a dream of sorts.
    (1)

  4. #24
    Player
    Hakuro89's Avatar
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    Reimi Ackerman
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    Midgardsormr
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    Ninja Lv 51
    Quote Originally Posted by Enkidoh View Post
    Sadly that will never happen though, as most of 1.0 is now decanonized and retconned (the only real 'canon' part of 1.0 is the Seventh Umbral Era story concerning Dalamud's summoning, the original starting city stories and the Path of the Twelve story have been pillaged for ideas and concepts that were used in ARR's main scenario, with what's left over left on the kerbside beside the rubbish bags to be recycled or else deposited in landfill.

    Plus, given ARR is not just a sequel to 1.0 but a complete reboot, any hypothetical dungeon, storyline or expansion set pre-Calamity during 1.0's setting will most definitely not feature 1.0's actual areas and cutscenes, instead it's obvious it would be rendered using ARR content (as has already been shown from time to time in ARR). No, 1.0 is gone and is never coming back. Any Sixth Astral Era-set content or quests that could hypothetically appear in ARR will be retconned to fit into ARR accordingly and would not involve a 'return to 1.0'.
    That's what bugs me though, the fact that it's both a reboot AND a sequel. It should've just been one or the other.
    It's been like an itch I can't scratch knowing that the story runs slightly differently in certain scenarios depending on whether your character is Legacy or not, and that I can't view that OR the story that preceded ARR. (I would've happily paid for that hot mess too, despite what people say about it. But my computer at the time could barely handle Ragnarok Online.)
    (0)

  5. #25
    Player
    Nixxe's Avatar
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    Ul'dah
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    Nixx Delumi
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    Sargatanas
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    A dungeon made out of memories seems like a good concept for a deep dungeon. It would immediately give it an in-universe explanation for being different each time too.
    (1)

  6. #26
    Player
    Hakuro89's Avatar
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    Reimi Ackerman
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    Midgardsormr
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    Quote Originally Posted by Nixxe View Post
    A dungeon made out of memories seems like a good concept for a deep dungeon. It would immediately give it an in-universe explanation for being different each time too.
    If they did it that way though, it would destroy both me and my faith in SE if they made it in the same bland block-room style way Palace of the Dead was done.
    (1)

  7. #27
    Player
    Nixxe's Avatar
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    Nixx Delumi
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    Sargatanas
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    Quote Originally Posted by Hakuro89 View Post
    If they did it that way though, it would destroy both me and my faith in SE if they made it in the same bland block-room style way Palace of the Dead was done.
    I definitely think there's room to introduce greater complexity and variety even to randomized dungeons, and I'd definitely like to see them do that.
    (2)

  8. #28
    Player
    seraseth's Avatar
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    Character
    Velikayl Minx
    World
    Ultros
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    Dancer Lv 90
    Something like this would make a great basis for a new type of dungeon like content, 'exploratory dungeons' or something.

    Make them large, sprawling areas with different sections, hidden areas, traps, puzzles etc. And since they'd require time, and communication with your party about what you want to accomplish there, keep them out of roulette and df, have to queue manually with a group.

    Since you're manually putting the party together, you can of course choose whatever composition you want, would be nice if they could make it at least a little flexible in number of people you could take in as well. Certain sections could be harder than others and require more people, ie: the main floor is meant for 3-5 people, but if you go into the crazy wizard's tower its meant for 7-8.
    You could decide with your group what parts you want to do based on who you have/what jobs etc.

    A different style of dungeon content, not to replace roulette, but alongside it for variety would be nice. Give people who want the old school dungeon crawl feeling something to enjoy.
    (1)

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