Something open world, which I sincerely hope the Crystal Tower will be or any other random dungeons they made implement that's non-instance..I hate MMOs that make personal playgrounds even though there's supposedly 'millions' of people playing, yet you almost never see them in the open world unless there's open world bosses.
I'd like to see a dungeon start you off with 5-10min and allow you to get time extensions after meeting random criteria. It would force people to think on their feet and try out different strategies![]()
<--Giver of yarns, not the giver of darns :3
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I can't stand the current set up for dungeons. It makes me not want to go through dungeons because of how people see them. It always consists of parties going in and just run from point to point because of the timer and always consists of parties wanting just to collect chests and beat the boss. I would rather they make players WANT to beat mobs and want to explore. Chests should have several preset locations rather than just one. Throw in some traps, more than one mini boss in each dungeon, and dungeons would be cool, imo. Maybe they could consider throwing in time extensions to ease the urgency of running through dungeons.
I would like something like BRS or BRD, imo some of the best dungeons i have played
The occupation timer kinda kills the fun on it, I would like to see timers used in a much more creative way.
I actually far more enjoy the level 20 dungeon than darkhold. I was immediately put off by darkhold when I learned the most viable strategy is just to ignore 90% of the content inside of it.
I liked in the lower level one that you had to collect things and interact with npcs inside. And while you still ignore all the mobs, it was more fun to split up your party and frantically run around looking for the ???'s while hoping you didn't get killed in the process.
I'd like to see future raids involve mini objectives like this that are a little more involved than run past all the mobs to get from point a to b.
I'd also like to see an objective based on just how long you can survive with a never ending onslaught of mobs. Or maybe an objective where you have to gather broken pieces of something and have a crafter put it back together, or have a gatherer clear away blockages in paths.
Nah, Toto-rak is fine. Even Darkhold at least has some side objectives to spawn extra loot. I'm not expecting like EverQuest type dungeons here, but as long as they stick to copying early WoW instead of anything from Burning Crusade and beyond I think the dungeons will be okay. Like Stratholme, Scholomance, Blackrock Depths, and Lower Blackrock Spire were all pretty decent.
I would like to see some Nyzul Isle style dungeon mechanics. I liked everything about that place. I also like the time chest vs treasure chest choice for controlling time in an instance.
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."
is it known if the 2 dungeons coming in 1.21 are both rank 50's or one 50 and one 25?
also ...full linkshell large scale pve only for me. this or i not waisting a penny to this game. i really would love to know what the crystal towers will be like, it's the only reason i still have hope for this game. if that fails then this game is totally dead to me. i can really care less bout these small 8man dungeons, they not as fun ..and i can find them in any game.
AoC had some of the best group oriented instanced content I have played through. That game had "dungeons" ranging from single boss events (think ifrit) to complex puzzles. It had 24 man raiding where the raids used complicated mechanics, had multiple bosses (some raids had 5+ bosses) etc. Trash had the potential to drop purple loot, etc..
AoC had several outdoor raids which I really thought were neat concepts. These were mostly 6 man instances, but a lot of fun, and not "underground" .. It was just a lot of fun raiding in that game and there was just a wide variety of raid styles.
When I think of Darkhold in XIV, it seems like such a waste. The trash mobs you don't kill, and there are only 1 real boss in this dungeon. 2 if you really want to count creatively. Its just the same assets/textures from existing content recolored.
Ifrit.. just a BCNM with a battle mechanic that counts on server lag and animation lock to add difficulty, rather than smart battle design.
I suggest the designers go raid in other games, and then try to figure out how they can bring some of those elements into this game. Also they need to get together with the art department and start coming up with some new assets. The underground copy/paste is worse than the above ground copy / paste.
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