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  1. #21
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
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    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    @Kiote

    Those aren't really the same though.

    We still have Nanawa, Copperbell, Cassiopeia, Mistbeard, Tam Tam, and that other one, these are basically the same as the ones you mention above from FF11.

    I can't see them instancing those.

    Plus all the dungeons you mentioned above from 11 all had a lot of quests connected to them, there is nothing stopping them doing this with the ones I mentioned from FF14 above.

    They may even eventually have purple Aetherial gates in these locations for future Primal fights.

    As I said previously there are a lot of ways they can keep people enjoying the world and forcing players to explore the world through quests lines and other content.

    WoW patched in that players were required to at least visit a dungeon entrance before they could use the dungeon finder for that instance otherwise it would remain locked out, SE could do this but have it reset even couple of months to force players to explore the world, although I really don't see it being an issue.

    Huh? Name me 1 Instance in this Game which dont have a Time Limit and includes a Higher Tier NM and the posibility of gaining Endgame-Gear.
    ?? He didn't say "this game" did he.
    (0)
    Last edited by Jinko; 11-09-2011 at 10:52 AM.

  2. #22
    Player

    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    203
    You should have instanced raid zones

    You should have open world NMs and HNMs

    You should have open world pop NMs and rare large HNMs

    Variety is of utter importance
    (2)

  3. #23
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Jinko View Post

    ?? He didn't say "this game" did he.
    He did, thats why i asked him.

    There are plenty of examples of that in this game,
    (0)

  4. #24
    Player
    Kiote's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Jinko View Post
    @Kiote

    Those aren't really the same though.

    We still have Nanawa, Copperbell, Cassiopeia, Mistbeard, Tam Tam, and that other one, these are basically the same as the ones you mention above from FF11.

    I can't see them instancing those.
    Unfortunately, the FFXIV 2.0 plan states specifically that "All Non-Instanced dungeons" will be turned into Instanced dungeons.
    (0)

  5. #25
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
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    3,208
    ^ that is why I made a petition!
    (1)

  6. #26
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    Sep 2011
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    430
    Quote Originally Posted by Kiote View Post
    I think POP items are the best way to implement HNMs. I think Instanced dungeons are the worst way to implement end game content.
    Instances are also probably the least taxing (servers and clients) way to implement interesting and varied endgame content.
    (0)

  7. #27
    Player
    Kiote's Avatar
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    Mar 2011
    Location
    Gridania
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    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Blarp View Post
    Instances are also probably the least taxing (servers and clients) way to implement interesting and varied endgame content.
    Actually if you think about it, Instances are more Taxing as the require the Server to load multiple version of the same zone(this is why there is an total number of instance cap). The only reason they are better than the current system server side is because the zones are so big and have to be ready to load in at all times. When they transition to smaller zones it will be significantly less taxing to load one dungeon for everyone than to load a whole dungeon for each person. Instances only appear less taxing on the user end because it is the number of characters, not the number of instances, that creates client side lag.
    (0)

  8. #28
    Player

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    Sep 2011
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    430
    Quote Originally Posted by Kiote View Post
    Actually if you think about it, Instances are more Taxing as the require the Server to load multiple version of the same zone(this is why there is an total number of instance cap). The only reason they are better than the current system server side is because the zones are so big and have to be ready to load in at all times. When they transition to smaller zones it will be significantly less taxing to load one dungeon for everyone than to load a whole dungeon for each person. Instances only appear less taxing on the user end because it is the number of characters, not the number of instances, that creates client side lag.
    Personally, I'd rather go into an instance. What happens when the game becomes populated and there's seven LS's there popping the same NM? What if that NM has avoidable AOE abilities that one shot anyone who gets hit by them? What if waves of adds are spawned? What if there's a kite phase? You get the idea. I think instances would open up more interesting mechanics for the developers to explore and it wouldn't be a massive clusterfk around the pop area when there's multiple LS's.
    (1)

  9. #29
    Player
    Nero's Avatar
    Join Date
    Mar 2011
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    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Blarp View Post
    Personally, I'd rather go into an instance. What happens when the game becomes populated and there's seven LS's there popping the same NM? What if that NM has avoidable AOE abilities that one shot anyone who gets hit by them? What if waves of adds are spawned? What if there's a kite phase? You get the idea. I think instances would open up more interesting mechanics for the developers to explore and it wouldn't be a massive clusterfk around the pop area when there's multiple LS's.
    Sounds like an actually challenging and nice system to me... whoa wait.. it does sound like FFXI pre -WotG... Where all the fun happend. Yeah prolly a bad idea to go a way like that... <_< *sarcasm off*
    (3)

  10. #30
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    Sep 2011
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    Quote Originally Posted by Nero View Post
    Sounds like an actually challenging and nice system to me... whoa wait.. it does sound like FFXI pre -WotG... Where all the fun happend. Yeah prolly a bad idea to go a way like that... <_< *sarcasm off*
    The most challenging part of FFXI was waking up at 2 a.m. to go and sit through a three hour pop window competing against multiple other LS's who bot. The really tricky part was having fun while doing it. Name me a pre-WOTG force pop NM in XI (within reason, no AV) that was more difficult than any hardmode WoW progression raid boss. People are so caught up on what XI did, that anything the developers try to do different in XIV will be shunned by that community.
    (2)

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