Noticed pathway in Ifrit and here's for Garuda,
Image taken from this blog post: http://static2.finalfantasyxiv.com/a...RsUBkq4Rpk.jpg
Maybe they are thinking of different method to enter





Noticed pathway in Ifrit and here's for Garuda,
Image taken from this blog post: http://static2.finalfantasyxiv.com/a...RsUBkq4Rpk.jpg
Maybe they are thinking of different method to enter



So basically fight your way through an instance to get to an instance ?Supposedly the beastmen worship these gods. Would it be so odd if they built a temple to protect or worship their aether gateways?
And if the content finder would ruin this by giving players a pass to skip it, then just add it to the content that's being found. Make it part of the instance.
It would just make more sense to have the actual aetherial gate in the strongholds, they already exist so there would be no work to be done minus moving the gateway.
Of course then everyone would whine about having a hard time getting to the gateway etc.
I wouldn't be opposed to a BCNM circle (see reins pic above) within one of the strongholds but I'm sure many would.
FFXI they were physical beings as well, just sleeping thus why you call an 'avatar', rather than the 'summon' itself. In FFX, they're also physical beings that you call avatars of thanks to the Fayth....that's just examples given the theme of this topic.
And thus we come to the issue with almost all new MMOs, content finder. It works for what it's suppose to but it leads to a very boring world.Also lets not forget that these fights are planned to be used with content finder, after the first time who's going to even bother going back to a Primal Temple when they can get teleported directly there through the content finder (assuming that's how it works)



Yes yes I know all this Elexia I don't need to be lectured about FFXI every time I post.
Fact is this is not FF11, Primals are gods in this game, they weren't god in FF11 from what I remember.. although I'm sure If I'm wrong you will be ready with a hundred links to prove otherwise.
If you read the FFXIV lore you will know that Primals require aether to survive in this world, every time we defeat them that energy is released and they temporarily can no longer survive in the world.
I don't believe this at all, say what you want but WoW's world is anything but boring.And thus we come to the issue with almost all new MMOs, content finder. It works for what it's suppose to but it leads to a very boring world.
Last edited by Jinko; 05-16-2012 at 07:45 AM.



I like the idea, but I'd take it a step further. The outer halls of the temple would be open world, with traps or other interesting things for players to deal with (can't really be complicated until player character movement is smoother out and jumping is implemented). The inner sanctum would be instanced with two or three boss encounters on the way to the actual primal fight. At least one of these bosses would have an optional hard-mode trigger for improved/additional loot.Primal Temples
Basically, open world mini-dungeons of sorts which would house the waypoint to the primal fights. Imagine large cathedrals, designed with their corresponding beastman's architectural style in mind, full of fire/wind/moogle based themes and symbols, chock full of high priests, guards, and perhaps an NM or two guarding their precious waypoint within.
I find this an excellent way to combine interesting open world content with instanced boss fights, something for everyone to enjoy! Besides, those featureless caves need to go and I hope that either way, something a bit more exciting is done with them in 2.0
Pipe Dream: If Thief is implemented as a stealth job/class that specializes in spike melee DPS and going stealthy, I'd also toss in traps that must be disarmed by the THF in the group or risk having to deal with packs of really difficult trash mobs.
Last edited by Duelle; 05-16-2012 at 07:57 AM.
* 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)
Funny:
And you wonder why I always "never read your posts fully."
Much like in XI they stay dormant because all hell would break loose if they're awoken, hence "Waking the beast" quest. These are such small matters when it comes to a FF game that they always skirt around when it comes to the player character. In FFX you kill all of the aeons at the end of the game, yet they're still present even in FFX-2 in ways, (not to mention the Dark Aeons from X International) so if they need Aether to survive, the only thing that would disrupt this is the world's aether being depleted.If you read the FFXIV lore you will know that Primals require aether to survive in this world, every time we defeat them that energy is released and they temporarily can no longer survive in the world.
As well if you read the XIV lore and in-game quests thoroughly, you'd realize that since they're considered gods to some you would figure there would be at minimum a shrine erected in their honor. Look at older FF games in regards to important summons in the particular game's lore.
They're called sleeping gods for a reason, you're so quick to jump on her case about things you're not even fully remembering facts to argue against her lol.
Could we please not derail this topic with yet another flame war between you two?
I think this is a good idea. May need some tweaking, depending on how 2.0 turns out, but I think this, or something similar should definitely be implemented.
The idea in the OP, not referring to others posted in the thread. Not saying those aren't good, just the one in the OP is the one I prefer.
Last edited by Ulric; 05-16-2012 at 10:47 AM.
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This idea is awesome! But if the drop rates of the reward items are the same in such things as they are now, I probably would only do it once..that's a lot of work for no *real* reward XD


Hmm..
Ice caverns, full of slippery paths that can lead you down undesirable paths, causing you to double back and run around undesirable paths to return to your group, the occasional stalgamite falling from the ceiling, either impaling you upon impact for heavy damage, or shattering upon the ground on impact, hitting anyone caught within range around the shattering pieces for lesser but still damage..
Fiery shafts of melting walls, hissing, popping pools of molten lava pools, you step into you suffer fire damage, with a bleed effect.. geysers erupting from the floors of flesh searing steam..
Floating islands, connected by rope bridges, surrounded by howling winds that batter you as you move. Certain paths, if you run, you get pushed off one island, to be put on another, having to move around certain paths, some walking, some running to avoid being pummeled by the winds, or creatures that inhabit those places.
Something akin to the temple of water from a zelda game, I forget which..puzzles that include having to move the water from one chamber to another, to unlock new paths, while sealing away others..
Climbing lofty towers, as animated suits of armor, of ancient guards before standing immobile and ignored, ambush you at random points, as you traverse through fairy tale castle turrets in a labrynith of shifting walls (I really cant wait to see how they incorporate Alexander into this one)
Yeah..anyways..I could dig some Primal temples aspected to their elements heavily.
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