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  1. #1
    Player
    captainpicard's Avatar
    Join Date
    Jul 2011
    Posts
    297
    Character
    Captain Picard
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    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.
    (4)

  2. #2
    Player
    Engineer's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    426
    Character
    Matyr Gustav
    World
    Hyperion
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by captainpicard View Post
    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.
    I agree. I also think to make Darkhold better SE should.....

    -Remove the time limit.
    -The Ahriman observes and unlocks each passage way if the players clear all the mobs within the area.
    -
    (1)
    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.

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