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  1. #1
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Drakeos View Post
    So remebering gate requires certian type of classes to unlock special door like example

    3 mage gate http://ffxiclopedia.wikia.com/wiki/Three_Mage_Gate

    This would make POTD more interesting and ofc raiding/dungeons as well
    It's in the V3 Deltascape as a instant-kill mechanic, kinda

    As a puzzle - solving mechanic, if you need to ensure that those mages are there to do it, otherwise you're not going to get past it. Works fine for PF/FC groups, not so much PUG's.

    One of the changes between V1.0 and V2.0 was the removal of variable rewards based on completion time, opening all the chests, and so forth. They likely did this because they decided to streamline the dungeons so that there was only ever one big boss, not multiple choice bosses.

    Honestly, the kind of thing I want to see is a PvE tower-defense style persistent overworld fight (eg a FATE that has a 2 hour time limit, but takes no less than 30 minutes) Where you have to fend off waves of either

    a) Zombies/zombie-monsters (Very Hard, can not return to base, if KO by a zombie become a zombie until someone kills you, must be revived by healers or return back to a Aetheryte elsewhere, no Aetheryte at the base if destroyed.)

    b) Garleans (Hard, can return to base upon KO, Aetheryte present)

    c) Various trash mobs (Easy, and gets harder if not defeated quickly, can return to base, Aetheryte present)

    Get enough people to protect each entrance, battle commences. Crafters can build/repair the defenses of the area before it commences and then switch to their combat roles. Between each wave you get a prepare/collect repair phase.

    If nobody shows up at the scheduled time, base is taken over by mobs/garleans/zombies/etc and to restart it requires killing them all. Garleans will use the defenses against you.

    In all cases, they start out with easier mobs, but the longer they persist, the more reinforcements are called during that wave. Rewards handed out only for completing and participating in it. Collection, construction and combat phases ensure people don't just AFK.
    (1)

  2. #2
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by KisaiTenshi View Post
    One of the changes between V1.0 and V2.0 was the removal of variable rewards based on completion time, opening all the chests, and so forth. They likely did this because they decided to streamline the dungeons so that there was only ever one big boss, not multiple choice bosses.
    Only Toto-Rak had multiple end bosses, and not a single in-between boss. It depended on which door you unlocked with the collected keys.
    But there are other mechanics that the devs can copy from 1.0 dungeons to PotD.
    Example:
    poisoned air (AV) - find a room with fruits to stop the air to hurt you
    (0)