Because non-instanced dungeons will work with the cross-server grouping they're planning on adding.
owait

Because non-instanced dungeons will work with the cross-server grouping they're planning on adding.
owait


I like that guild leves take place in the open world.
I like places where the resident mobs drop pop items for NMs. Something like the stronghold areas we have now.
But instances seem the way to go for the most challenging content. Events can be scripted and balanced with no room for claim fighting. Win, win and win.
Concerning the OP's complaints from his other thread:
Most of this has nothing to do with instancing.Originally Posted by Rokien
Rank 20 dungeon:
-Has more to it
-Meet new people(party up with strangers)
-NMs that you have to do certin things to make em pop(from what I understand)
-Chests that have random drops
-Different level of chests(rare keys to commen)
-Multiple floors
-Not instanced
-Fun and thrill of the hunt(claiming the nm)
Yes, you can meet strangers wandering around in a non-instanced dungeon. Who does this? If I am going to complete a dungeon, instanced or not, I form a group in town and then head there. I don't head out there and hope to meet up with some like-minded strangers. Does anyone?
Yes, you can compete to claim NMs if they aren't instanced. I understand some people like this, but I don't.
If the developers are going to spend their time to design a dungeon/raid, whatever you want to call it, I would prefer they make it instanced. Otherwise, sure, hire twice the staff and make both.
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."



Totally agree with the OP. Non istanced dungeons are necessary too.



As mentioned above, where instances offer BETTER gear...
Personally, they need to limit instances.
(an example would be the anima system.)
for casual players, u can theoretically do 1-3 dungeons a day, before you are spent (if you hold out till weekends only, then maybe all day long.)
but for hardcore players, a nearly identical drop will be on an NM/HNM outside of the dungeon, for those who can't enter the dungeons anymore.
(I don't like limiting dungeon entering, so much as maybe the boss room entering.)
also, because i dislike how in XI wiping to a boss, could mean not doing the fight again, hard for new ppl to 'get a feel' of the fight.
I would suggest 3 'zones'
(1) the dungeon
(2) the waiting room, before the boss.
(3) boss room. when u die, you go back to room 2.
if you win, you are taken out.




Count me in on this one. I don't mind instanced dungeons as such, dislike them somewhat though I may, but all of them?
Sorry that just seems.. decidedly 'meh' to me, especially given they remove the factor of possibly bumping into someone in the same dungeon, which I always liked. - Mabinogi had a nice answer to that, at least. A dungeon generated under the same parameters (same item on altar, non-special items or circumstances aside) would send people to the same instance.
Anyway.. my voice is against total instancing.
Last edited by Fensfield; 11-09-2011 at 08:15 PM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275


Actually 100% behind the idea..
For all the issues XIV has it also has some great bits like this that could easily be kept..
So i can see no reason we cant keep and have more open dunegon areas along side instanced allowing open to be more situational tactics, path though/faster re-spawning mobs ext, with instanced maybe have some real puzzle/time/objective based parts to them.
With the fact were getting downsized areas (probably a lot smaller but i hope not) SE could actually go ahead with the open dungesons being a huge part of there own zone, and inside those zones are several instanced dungeons.
So when you set out to do a instances you have to get there as well, this would obviously cause tears from the omg give it me now with no effort crowed but well meh, I like a bit of challenge and risk (ok more effort in most games)/reward.
not mad about that idea ^


I agree they need to keep open dungeons. But if everything will be in zones in 2.0 I wounder if that's what he meant?
I would be upset if all the dungeons were like toto rak and you only had so long of a time limit to play in them. As long as I can still go into them whenever I want and stay as long as I want I'm ok with zoned/instanced dungeons.



I don't want every dungeon to be Toto-Rak and Darkhold, my personal preference is a underground cave background when i grind for hours on end. As long as I can do that in these instanced dungeons he's talking about, I'm fine with it. I just don't want a time limit and party requirements.
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