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  1. #1
    Player
    Rabblerabble's Avatar
    Join Date
    Aug 2024
    Posts
    72
    Character
    Jonas Brand
    World
    Zurvan
    Main Class
    Arcanist Lv 40
    I would love more dynamic content, but the amount of people that dont want it seems overpowering.

    I remember first playing FFXIV back in 2.3 or so, the game was so different. You could make all kinds of choices, people leveled jobs to get cross class skills, like black mage was expected to level bard for raging strikes, there were debuffs, and buffs. White Mage could cast protect, or stoneskin. People could increase a stat every few levels, so you could be a black mage main with increased int, but your tank job would be just "normal".

    I yearn for just a smidge more customizability in modern XIV, and would like to see a bit more effort in making the dungeons tooth bearing, fearful experiences outside of an extra mob pack here and there or more DDR style dancing around glowing floor markers.

    Just my thoughts.
    (2)

  2. #2
    Player
    ApprenticeSmithy's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    128
    Character
    Larrian Gogoan
    World
    Tonberry
    Main Class
    Bard Lv 90
    I really like these ideas. I would love to see the dungeons feel more dynamic. Take Sastasha for example. Now, I know that dungeon is probably not on anyone's favourite list, but I like the IDEA of it. In this dungeon, if you actually explore, rather than simply going straight towards each boss, you could find extra rooms; one with drunken pirates fighting each other, and another with prisoners and a single treasure chest. Now, imagine if instead of just a few extra rooms with a treasure chest or two, which likely give nothing much at all, each dungeon could have side missions that randomly spawn.

    Now imagine a dungeon similar to Sastasha, but made like rxantos' Idea, with several routes to traverse. This time, while going about the regular route, a rare enemy spawns: the prison keeper. He goes through a door that is usually locked. Now, you COULD continue the normal route... OR you could follow the keeper into a new sub-area. This would unlock a side-mission; which would lead the party down an alternate path, and to an alternate boss. This time, instead of fighting the captain for a second time, you fight the keeper. When defeated, he would drop a set of keys; keys that would unlock the prison you would find later on. Here you could free the prisoners, and get a special reward for your trouble (Like you said, it could be tokens, it could be unique armour or rare items. Maybe just a whole bunch of gil!) If needed, you then could go through some secret openng in the wall and end up back on route to the Main boss.


    Quote Originally Posted by Rabblerabble View Post
    I would love more dynamic content, but the amount of people that dont want it seems overpowering.

    I remember first playing FFXIV back in 2.3 or so, the game was so different. You could make all kinds of choices, people leveled jobs to get cross class skills, like black mage was expected to level bard for raging strikes, there were debuffs, and buffs. White Mage could cast protect, or stoneskin. People could increase a stat every few levels, so you could be a black mage main with increased int, but your tank job would be just "normal".

    I yearn for just a smidge more customizability in modern XIV, and would like to see a bit more effort in making the dungeons tooth bearing, fearful experiences outside of an extra mob pack here and there or more DDR style dancing around glowing floor markers.

    Just my thoughts.
    I really miss the old ways too. I miss being able to mix and match techniques and moves. A Paladin that could cast protect and raise, a Bard that could learn Haymaker and that Monk Haste move. Mages that could learn raging strikes! I miss the old days... before all the jobs felt... kinda same-y in my opnion. Bard feels more like a glorified archer that a musical support. Ah well... I agree with the opinion of having different experiences other than 'insert big mob pack here' as well. I honestly think there's a lot they could learn from the criterion dungeons. Them and FFXII's dungeons.

    In FFXII, one of my favourite dungeons was the Necrohol of Nabudis, and the Pharos of Ridorana. In these dungeon, there were traps, fake wall, secret passages that went OFF the known map, sneaky enemies that could spawn when certain conditions were met, puzzles, and of course, hidden treasure! I think things like these could really help dungeons in the future. Would this take a lot of work? Oh yeah... I'm not gonna deny it. I do think it would be worth it though.
    (1)