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  1. #1
    Player
    Klb600's Avatar
    Join Date
    Apr 2014
    Location
    Ul' dah
    Posts
    78
    Character
    Alberti Lucius
    World
    Lamia
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Hawklaser View Post
    Kinda interesting that you picked Dark Souls and Monster Hunter... Really liked the Souls series myself, Hard as nails, easy to pick up, and fair. Monster Hunter never really could get into thanks to the mega information dump had to get over at the start. Also the dynasty warrior games while fun for a bit, do get boring quickly.

    So content wise, maybe more stuff on the scale of the Odin fate(at ARR iLvls), but also tied in with potentially a couple other fate chains/hunts or the like, but also hidden away and tricky to trigger. I'd probably go with some kind of unique style of re-spawn timer for it as do want it easily available for those that figure it out, but maybe not quickly farm able.

    The really interesting thing is, I can see most players enjoying all of this style of content... yet more effort was spent trying to say develop more content for Side A or Side B instead of trying to figure out what kind of elements might be best used to develop content both sides could enjoy at a variety of skill levels.
    Not really the biggest fan of world bosses lol they always end up being a zerg fest.

    To be honest, Consumption and competition is one of the biggest issues with content like this. I was hoping for Open world dungeons. There actually was an interview about this a while back with Yoshi P, it was mentioned that the diffulty of creating something like open world dungeons is the compotition factor, as you will now have players will be competing for resources, I.E mobs and spawn timers. So they would basically have too simultaneously release a large amount of these Open world dungeons.

    I was thinking maybe they could open older dungeons that could support multiple parties at once. Like for example Braflox, Halitali, Toto Rak etc. They could place harder mobs that would require multiple hunts. They could even do High end Treasure maps(which reward higher amounts of tome) and Hunts in these areas. In order to avoid competition for NM'S they could do what BDO does for example, you are given some item and have to go to a specific location and spawn the boss using these items. They could also have locked boss areas and use key items which you have to find in the dungeon, with that item you and your party can enter a instanced area specifically for the boss encounter.
    (2)
    Last edited by Klb600; 07-26-2019 at 11:16 AM.

  2. #2
    Player
    Hawklaser's Avatar
    Join Date
    Jul 2011
    Posts
    373
    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Klb600 View Post
    Not really the biggest fan of world bosses lol they always end up being a zerg fest.

    To be honest, Consumption and competition is one of the biggest issues with content like this. I was hoping for Open world dungeons. There actually was an interview about this a while back with Yoshi P, it was mentioned that the diffulty of creating something like open world dungeons is the compotition factor, as you will now have players will be competing for resources, I.E mobs and spawn timers. So they would basically have too simultaneously release a large amount of these Open world dungeons.

    I was thinking maybe they could open older dungeons that could support multiple parties at once. Like for example Braflox, Halitali, Toto Rak etc. They could place harder mobs that would require multiple hunts. They could even do High end Treasure maps and Hunts in these areas. In order to avoid competition for NM'S they could do what BDO does for example, you are given some item and have to go to a specific location and spawn the boss using these items. They could also have locked boss areas and use key items which you have to find in the dungeon, with that item you and your party can enter a instanced area specifically for the boss encounter.
    More kinda like combining the FFXI Beastmen Strongholds and their BCNM with an adjacent zone. Jugner Forest, the orc stonghold Davoi, and its BCNM for example? I'm actually kinda surprised they didn't go this route already as they kinda seemed to almost have this set up in the initial ARR zones. And there are a few areas else where that hint at a similar potential concept too. Just add in a couple different BCNM areas if needed if want to vary the location the players go for boss fights. It would bring back some of the open world bit that most of the more modern MMOs are missing.

    Quote Originally Posted by savageink View Post
    After looking over this thread, I think it's funny how many things have been ruled out of the "end game content" list that are clearly things created to do when there is no new iLvl gear to grind. Like Choco racing, or triple triad, or majong....or anything else. This game has a ton of repeatable content that can be done solo or in groups. I don't think the problem is with the game. I think it's your definition.
    For me thats not endgame content. It's I just want to be on and socialize content. There are plenty of DoH/DoL jobs i'm likely to go level before I go putz around in the gold saucer, but that is just me. There is nothing wrong with the gold saucer content, but if that is what I am down to for content and not socializing with people, I'm very likely to game hop or just call it a night.
    (4)
    Last edited by Hawklaser; 07-26-2019 at 11:28 AM.

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