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  1. #1
    Player
    Engineer's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    426
    Character
    Matyr Gustav
    World
    Hyperion
    Main Class
    Arcanist Lv 51

    Future Of Dungeons, What Do You Want To See?

    The Dzemael Darkhold
    Could've been better without the running through all the mobs and standing on the switches so they can disappear.

    Thousand Maws Of Toto-Rak
    This dungeon is pretty good, it handle fighting enemies, featured NPC's, and collecting items to pass through the doors.

    Its good to have a variety of dungeon types like, Time attack style, Defense, seige, etc. I think it would be best if future dungeons were designed with multiple objectives, and missions that can be activated within the dungeons.

    XIV would benefit if some dungeons were handled with thinking outside the box. Timed short dungeons are awesome, but
    What if dungeons were self contained mini stories?
    Just imagine a dungeon that has multiple layers or floors.

    Example.

    Area 1 Graveyard.
    -Fight your way through a foggy graveyard to find the mystery of the undead gravekeeper.

    -Killing a certain amount of the undead awakens the Undead Gravekeeper (Mini Boss)
    -Upon killing the undead gravekeeper grants you a gate key to the next area.
    -you can stay in this area to accumulate coffer keys for treasure.

    Area 2 Eerie Sands
    You open the gate, and find yourself on a foggy beach. You suddenly see a ship in the distance when Poisoned Jellyfish suddenly attack!
    -fend off the enemies for 10 minutes until the
    Ship arrives.
    -defeating the enemies early will result in the Giga Jelly appearing.
    -you only have the remainder of the time to defeat the Giga Jelly(if the Giga Jelly appeared 3 mins in, then you have 7 minutes to defeat it) which upon defeating the party obtains coffers for treasure.
    -upon the ships arrival, the Poison Jellyfish escape into the ocean, as well as the Giga Jelly(if Not Defeated).
    -Players must board the ship before it leaves.
    -If players miss the ship, the ship will take another 10 mins. To circle around the island, which will cause the cassiopias to come out again.

    Area 3 Ghost Ship.
    -Search and find the undead Corsair.

    -In this area the corsair is hidden Randomly within the ship.
    -Each room in the ghost ship has a ??? That when examining, has a random chance of the Corsair appearing.
    -The Corsair attacks when he is found.
    -Searching the wrong room will result in Ghosts to attack.

    If you Defeat the Undead Corsair, he escapes and comondeers the ship to his Lair(Hard Mode) while unleashing skeletons throught the ship.
    -The skeletons can be killed for coffer keys for treasure.

    If you lose the battle, he throws your bodies off the ship to a near by island (Normal Mode)

    Area 4 (Alternate) Vampire Island. (Normal Mode)
    Long ago bodies were dumped on this island, but you soon find out there was a survivor. A moogle races and revives everyone hoping you will help him.

    -The moogle shows you the way off the island, but you need to protect him from harm while doing it.
    - This area is linear since you have to follow the moogle.
    -The boss in this area is the Evil Crowned Vampire that thirsts for the moogles blood.
    -This will be a defense Boss fight since you have to protect the moogle while killing the boss.
    -Defeating the Evil Crowned Vampire clears the dungeon (Normal Mode)
    -Players can stay to accumulate coffers for treasure.

    Area 4 Haunted Underground Cells (Hard Mode).
    The ship arrives as the corsair escapes into the underground cells.
    -This area is large.
    -There are tormented souls in the cellar that offer mini quests. Upon completion, the tormented souls give you some of thier essence to use on the corsair to defeat him.
    -Defeating the Corsair grants you victory (for the win!)-Players can stay in this area to fight for coffers to obtain treasure.


    -So there is no time limit on how long you can be in the dungeon. This would be best for a sense of immersion.
    -When you KO you return to the beginning of the area, not the dungeon.
    -Hitting return brings you to the start of the dungeon.
    -You have the ablity to obtain coffers in each area for treasure.
    -Each area has a variety of tasks to perform.
    -each dungeon should have a self contained story.

    Lets use this thread to show SE what the community likes for endgame dungeons.

    What do you Guys think on how SE is handling Dungeons at the moment?
    What would you add or take away from them?
    ..
    (36)
    My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0


    SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.

  2. #2
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Can't wait for the next two instanced dungeons they give us in 1.21. Hopefully it won't be like darkhold and run through all the mobs.

    Love the undead graveyard one. Undead dungeons just tickle me pink
    (2)

  3. #3
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    GTFO with your vampires lol, we don't want no Twilight here.

    I like your ideas but it saddens me they are moving in the instance direction. That is best used for things like BCNM. But the themes you have are somewhat generic, too much dead/undead stuff which is kind of cookie cutter.

    I would love to see something more along the lines of XI's Sky and Sea re-envisioned as instanced content.

    A subteranian Umbral city filled with pure energy spirits maybe, not elementals but more like emotional spirits. Enemies that consist of Pain, Anguish, Sorrow, Happiness, Solitude and that use the effects of those emotions to effect players.

    A sky palace with enemies of light and elements. Vapor clouds blocking passageways and holes in the ground that drop you from the sky (not the ******* invisible pits like XI had though) Not resembling XI's Sky but much more colorful and bright.

    Sure a city of the undead or catacombs would be a good one wrought with undead inhabitants, plague inflicting traps and maybe random portals to and from parts of the instance.

    The one damn thing I want is no more easymode like Toto-Rak & DH. The place itself needs to be deadly not just time consuming. Boss difficulty is fine so far though.

    I almost shut my PC down when I hear the phrase "We're training to the boss".

    Edit: Just thought of another one where you are teleported in space/time to another world to fend off the Umbral Era Cataclysm event that we will face at the end of the year.
    (4)
    Last edited by Synfrag; 11-26-2011 at 06:51 AM.

  4. #4
    Player

    Join Date
    Sep 2011
    Posts
    838
    i hope they don't ever make a dungeon where you start in the middle and work your way to the edges, coz that would be just annoying.

    i like the idea of the crystal tower if its is like FF3s, and i hope its open world
    (0)
    What I have shown you is reality. What you remember, that is the illusion.

  5. #5
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    I want dungeons with multiple paths which you can choose from which determine the outcome (salvage like). Multiple objectives on each path. NOT LINEAR, I do not want linear gameplay... gets boring after a few reps. I want the dungeons to be potentially expanded apon as well... that way the new content does not always negate old stuff.

    No more run through everything strategies.... biggest issue of darkhold.
    And absolutely no auto drop feature... loot has to be distributable.
    Get rid of the stupid 1hr timer on everything.
    Remove the 8 person cap on everything, it is bad for linkshells.
    (7)

  6. #6
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Thought of another environment that could use kind of franchise staples.

    Make dolls and golems that are more mechanical than they were in the past. Put these in an immense factory environment. Something developed long ago by an advanced culture and lost for ages. I admit this is sort of overdone but it could be giant aetherite machine. This should be in the end of the story line for the current 1.x platform where part of the planet or another continent is in fact an ancient machine. Maybe a massive spaceship crashed into the planet and over thousands of years became part of the environment.
    (2)

  7. #7
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Xatsh View Post
    I want dungeons with multiple paths which you can choose from which determine the outcome (salvage like). Multiple objectives on each path. NOT LINEAR, I do not want linear gameplay... gets boring after a few reps. I want the dungeons to be potentially expanded apon as well... that way the new content does not always negate old stuff.
    I second this idea. I think it would be completely fine to build an instance to be unlocked in successive patches and evolving in each new addition. Everything gets bigger, badder, harder and more of an epic sense as it evolves. No idea if this has been done before but it's a phenominal idea.
    (2)

  8. #8
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    A boss that is tough because of mechanics, not because of server lag.
    (14)

  9. #9
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    At this point, I want to see the 5th and 6th dungeon actually released.
    (2)

  10. #10
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    The 1-hour time limit was interesting to me when it was first announced because I thought they'd use it differently. Basically if you could actually fight every boss in Toto-rak in one clear and your limiting factor was the timer rather than the number of photocells available I think that would be pretty cool.

    The timer lets you put cool stuff into the dungeon as well. Maybe a side path that takes some extra time to clear to but has a fountain that restores your party's hp/mp and gives a 10 minute buff, or defeating an encounter in a certain way gives a time bonus or opens a shortcut. Maybe not using shortcuts at all unlocks an extra boss.

    Honestly as long as not every dungeon becomes a WoW-style hallway I'll be fine with whatever.
    (4)

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