Yeah, Shposhae was so popular as an outdoor dungeon.
Yeah, Shposhae was so popular as an outdoor dungeon.



https://na.finalfantasyxiv.com/lodestone/character/1524546/


The only reason it's fun is because it's not popular. The moment they put something of value in an open world dungeon it becomes a grating camp fest.
He's just digging very hard. The only reason it wasn't popular is because most of the player base was already 50 and maxed out bytime it was released.
If it was released in 2010, you can bet it would have been the most popular place as it would have supplemented guildleves very well.


I 100% agree.
Shposhae is one of the best made things in FFXIV. Keys, chests, mob spawn conditions, etc... It's like Strongholds should have been.
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Would it have been anymore popular as a instance? Look at Toto-rak I'm sure more people accidentally wander into Shposhae than people even conjure the thought of visiting Toto-rak (Aside from farming seals).
Low level content has been almost instantly obsolete due to the rediculous level curve of...nothing. Everyone is at 50 so fast the point of sub-50 gear/content is moot.
So I don't see the point your trying to make.
Give us a rank 50 open dungeon (Like the strongholds but larger less packed every 2 steps) and more interactivity and I'm sure you would see more than a few people stumble into it.

If i may, as a player who has only been playing for around 3 weeks, i wandered into a few open world dungeons. Shpo being one (and the first) of them as i was directed by a quest. I was kinda excited, though a lil underleveled i decided to give it a shot, and slowly worked my lancer way through bit by bit. It was fun, fighting my way through, running away screaming as too many crabs aggroed. and finally dying a bit into the second level.Would it have been anymore popular as a instance? Look at Toto-rak I'm sure more people accidentally wander into Shposhae than people even conjure the thought of visiting Toto-rak (Aside from farming seals).
Low level content has been almost instantly obsolete due to the rediculous level curve of...nothing. Everyone is at 50 so fast the point of sub-50 gear/content is moot.
So I don't see the point your trying to make.
Give us a rank 50 open dungeon (Like the strongholds but larger less packed every 2 steps) and more interactivity and I'm sure you would see more than a few people stumble into it.
What i enjoyed was sifting my way through with out directions, without expectations of an end point. Without zoning in and bypassing the trip there, or just seeing a cave in the distance and finding more then i bargained for (though they are marked on the map which is somewhat a spoiler but thats ok.)
Maybe its because many people in this thread have done it before, so the only remaining options to discuss is zerg fest spawn camping or instanced loot running, i don't know. But the value i see in having some open world dungeons is having a cave opening with no gate keeper giving it away. Had friends been made, maybe i could have called them and explored with them. But i just HAD to see.
I was thrilled for an out of the blue, no expectations of any real gain, adventure filled dungeon crawl.
So with that said, i don't think open dungeons should have the best loot. i don't much belive they should even have equal loot, i think their value can be in their extencive depth, lacking a time limit. Perhaps containing interesting puzzles to be solved. But most of all, for the adventurous folks like me who just have to see how far this cave goes.
This this this, and more this's.If i may, as a player who has only been playing for around 3 weeks, i wandered into a few open world dungeons. Shpo being one (and the first) of them as i was directed by a quest. I was kinda excited, though a lil underleveled i decided to give it a shot, and slowly worked my lancer way through bit by bit. It was fun, fighting my way through, running away screaming as too many crabs aggroed. and finally dying a bit into the second level.
What i enjoyed was sifting my way through with out directions, without expectations of an end point. Without zoning in and bypassing the trip there, or just seeing a cave in the distance and finding more then i bargained for (though they are marked on the map which is somewhat a spoiler but thats ok.)
Maybe its because many people in this thread have done it before, so the only remaining options to discuss is zerg fest spawn camping or instanced loot running, i don't know. But the value i see in having some open world dungeons is having a cave opening with no gate keeper giving it away. Had friends been made, maybe i could have called them and explored with them. But i just HAD to see.
I was thrilled for an out of the blue, no expectations of any real gain, adventure filled dungeon crawl.
So with that said, i don't think open dungeons should have the best loot. i don't much belive they should even have equal loot, i think their value can be in their extencive depth, lacking a time limit. Perhaps containing interesting puzzles to be solved. But most of all, for the adventurous folks like me who just have to see how far this cave goes.
For everyone who has voted to make FFXIV a purely instanced MMORPG, regret will inevitably come as we have dozens of instanced raids that have the same mechanics, same layouts, and same copy+pasted zones. No sense of adventure, just log in, do your raids, log back out and wait for timers to clear (if indeed timers are viable)
While I sincerely do want people to enjoy instanced raids if they so choose to go that route; The ones of us who just like dungeon crawls and sheer exploring with no real goal in sight, dont limit us to 100% pure instanced raids. FFXI prevailed because people could get lost in the game. I got lost in FFXIV for about 6 hours for AF, now I'm out of things to do again.
I truly hope SE hear all of us who are shouting for a non-instanced, open world MMORPG environment. Because unfortunately if this game takes the route of implenenting all raids in an instanced environment, then I will just have to find myself a new game. Judging on current subscription levels also, I think an epic Open World environment might do them good.
Just my 2 cents.
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You FOOL. Your not allowed to have fun in these dungeons, or anywhere in this game that is not instanced. The hatefull, misinformative, instance nazi's like Sephrick deman it.If i may, as a player who has only been playing for around 3 weeks, i wandered into a few open world dungeons. Shpo being one (and the first) of them as i was directed by a quest. I was kinda excited, though a lil underleveled i decided to give it a shot, and slowly worked my lancer way through bit by bit. It was fun, fighting my way through, running away screaming as too many crabs aggroed. and finally dying a bit into the second level.
What i enjoyed was sifting my way through with out directions, without expectations of an end point. Without zoning in and bypassing the trip there, or just seeing a cave in the distance and finding more then i bargained for (though they are marked on the map which is somewhat a spoiler but thats ok.)
Maybe its because many people in this thread have done it before, so the only remaining options to discuss is zerg fest spawn camping or instanced loot running, i don't know. But the value i see in having some open world dungeons is having a cave opening with no gate keeper giving it away. Had friends been made, maybe i could have called them and explored with them. But i just HAD to see.
I was thrilled for an out of the blue, no expectations of any real gain, adventure filled dungeon crawl.
So with that said, i don't think open dungeons should have the best loot. i don't much belive they should even have equal loot, i think their value can be in their extencive depth, lacking a time limit. Perhaps containing interesting puzzles to be solved. But most of all, for the adventurous folks like me who just have to see how far this cave goes.
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