Rokien is here, abandon thread.
Rokien is here, abandon thread.
I'm just saying if you guys want an education on logical fallacies Rokien can take care of it.
Thread: New Dungeons/Instances with "outdoor parts" and different scenarios for [2.0.]
Dungeons
Instances
The OP split the two apart, treating them differently. Oh wait, Rokien is the one complaining. It's not even worth the effort.
On topic, there is some outdoor stuff, just not in the fashion of instancing. Zaha'rak, U'grammo Mines, and Natalan are all in the open. while I know that's not really what anyone here meant, it still exists. I can see more skies coming in the future of this game.
Remove the whole "Instanced" part and I'm all for it.
*edit*
Although really even I'm a bit sick of every instanced area being stuck in some sort of cave.
On a further note we have some "open"ish content but the instances are all extremly linear and cramped. It's easier to design a "Tight" experience when you know exactly where people have to walk and can't run around objects and whatnot.
I'm kinda hoping that eventually Instanced/non instanced content has a more "open" feel to it, gameplay is so claustraphobic right now.
Last edited by Jynx; 05-05-2012 at 05:07 AM.
Give them a chance, at the moment they're working with what they were given. They have planned instances for 2.0 that will include an Ixali stronghold suspended in the air, it will be accessed through Natalan and is supposed to be a very hard high level instance, here's the concept art.
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You bring back an idea I had before I started reading on the story of the primals. I was hoping the empire would find a way to enslave or capture Leviathan, and the three grand companies had to take action by infiltrating an imperial foundry (first two bosses), sabotaging it (third boss), capture vital information regarding the empire's experiments (fourth boss) and then attempt to free Leviathan from its bonds/imperial control (fifth boss, probably a vehicle battle out in the open sea since Levi is pretty damn big). Oh well. >.>Agree, even WoW has some amazing outdoor area's, Battle for Mount Hyjal was awesome, cataclysm had floating dungeons, underwater dungeons and dusty ruins etc.
Hell just look at Karazhan both indoor and outdoors.
The first dungeon in Rift is a big forest dungeon.
This is the kind of standard stuff Elexia is referring to and funnily enough is much more unique than what we currently have.
That being said I think the reason why our current dungeons are so copy and paste is because of development time and resources, its easy to reuse something than to build it from scratch especially when its not necessarily going to be around in 2.0
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I like ur idea, and the idea of the scenery changing as you go through a dungeon over all.
I hate that level from ffxii so much tho. Something about it pissed me off. haha
When all else fails, Heck the Bed.
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