Results -9 to 0 of 63

Threaded View

  1. #12
    Player
    Shouko's Avatar
    Join Date
    Sep 2013
    Posts
    492
    Character
    Aliiza Duskryn
    World
    Jenova
    Main Class
    Weaver Lv 75
    Quote Originally Posted by KaldeaSahaline View Post
    The duty would be designed for 8 players. 2 Tanks, 2 Healers, and 4 DPS. The party is encouraged to split up or stick together whichever works best for them. (You'd be sacrificing trash safety and speed to explore more, and kill more camps, albeit more slowly). Your strategy could likely dictate how close you are to spawning a boss, and how much time you left (dynamic gameplay > static).
    Rather see a 4 man or solo for relic stuff, 8 man is just too much and would be too close to raiding, which would turn me away from relics. Just force people to pick up 1-2 sets of trash at a time, none of this speed running nonsense that the game has been infested with since ARR.

    Quote Originally Posted by KaldeaSahaline View Post
    Eureka costs 800 Creation tomes to enter (in 4.2 Creation tomes will no longer be the main currency, hence the cost, my reddit post wasn't as clear originally hoping this fixes it)). In DF it charges 200 per player upon zoning in. In PF any # of players can contribute any amount of tomes to reach the total 800. The idea behind this is to gate the amount of times you can do it in a row, but also allow people who play more to help those who play less. There are also other items you can supply to change how Eureka rules works and you only have 3 enhancement slots. More on that below.
    I'll again pass on paying to get into a dungeon, so will a lot of others that don't want to mess with getting tomes. I barely do dailies for tomes to get 330 gear as it is.

    Quote Originally Posted by KaldeaSahaline View Post
    Eureka would scale based on a star system ranking 1 through 5. 1 being the least dangerous, with 5 being the most. The DF would limit the difficulty to 1 star. You can boost the star (difficulty) rating in PF by supplying key items achieved from other forms of content. There are key items from Normal raids/dungeons that can be acquired to boost the difficulty to 2 stars. EX Trials can offer items that boost the difficulty up to 3 stars. Savage raids can boost the stars up to 4 stars, and lastly clearing the final turn offers a guaranteed item to boost to 5 stars. The key items needed to boost the star rating aren't super rare, but they aren't common either.
    Again too much of a raid like system for my taste, remember this needs to be accessible later on after the expac is long over, raids like coil are still today unsync'd pretty hard to solo.

    Quote Originally Posted by KaldeaSahaline View Post
    The content is timed like all duties. You're in a rush to explore as safely as possible while navigating the challenges randomly presented to you. The default time limit is 30 minutes. You can extend this in PF groups only by supplying a key item "Hourglass of Time". This item can be obtained via crafters. Each one increases the duration by 10 minutes.
    POTD 2.0 for relics, with an added time deal? uh, no...

    I like these ideas for non MMO rpgs other than the time and payment to get in, they would work well in that setting, or you know POTD like system it would work without the relics.
    (0)
    Last edited by Shouko; 12-05-2017 at 02:20 PM.