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  1. #1
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Zkieve View Post
    How is that diferent from NMs tought? and it depends on "how " the do it , does not have to be so lineal.
    NMs are by definition rather shallow content. No matter how great the fight. It's still a "go there, kill the mob". That's why I definitely prefer dungeon, especially if story-based.

    The only way I would be favorable to tiered dungeons would be by the completion of each dungeon dropping a "key" to everyone that participated (the Age of Conan way), and having other rewards (in the form of gear) that isn't made obsolete by the following dungeons.

    That way the possibility of variating one's dungeon routine grow fast enough to avoid boredom, and "gearing" newer players to bring them up to par with the rest of the group/linkshell is relatively painless and still offers rewards to more veteran players that are past the first dungeons.

    TL/DR: Make it a progression with the key, but encourage going back with the loot.
    That way the effect of every dungeon on the availability of content is maximized.
    Variation -> PROFIT!
    (0)

  2. #2
    Quote Originally Posted by Abriael View Post
    NMs are by definition rather shallow content. No matter how great the fight. It's still a "go there, kill the mob". That's why I definitely prefer dungeon, especially if story-based.

    The only way I would be favorable to tiered dungeons would be by the completion of each dungeon dropping a "key" to everyone that participated (the Age of Conan way), and having other rewards (in the form of gear) that isn't made obsolete by the following dungeons.

    That way the possibility of variating one's dungeon routine grow fast enough to avoid boredom, and "gearing" newer players to bring them up to par with the rest of the group/linkshell is relatively painless and still offers rewards to more veteran players that are past the first dungeons.

    TL/DR: Make it a progression with the key, but encourage going back with the loot.
    That way the effect of every dungeon on the availability of content is maximized.
    Variation -> PROFIT!
    Basically like a lot of XI's end-game systems, only problem there was low drop rate or low Spawn percentage rate like the motherfu- (won't finish this sentence)

    Salvage.
    (0)

  3. #3
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by Abriael View Post
    NMs are by definition rather shallow content. No matter how great the fight. It's still a "go there, kill the mob". That's why I definitely prefer dungeon, especially if story-based.

    The only way I would be favorable to tiered dungeons would be by the completion of each dungeon dropping a "key" to everyone that participated (the Age of Conan way), and having other rewards (in the form of gear) that isn't made obsolete by the following dungeons.

    That way the possibility of variating one's dungeon routine grow fast enough to avoid boredom, and "gearing" newer players to bring them up to par with the rest of the group/linkshell is relatively painless and still offers rewards to more veteran players that are past the first dungeons.

    TL/DR: Make it a progression with the key, but encourage going back with the loot.
    That way the effect of every dungeon on the availability of content is maximized.
    Variation -> PROFIT!
    Yea that would be great.
    I dont think "tiered" dungeons in ffxi were to good for mid leve players, it was almost all end game wise, apart from some capped missions.(dont think BCNMs are tired dungeons/instances).

    I seen before that after a certain level you "need " to go back to the "lower" leves dungeons to collect items , so you can go help--> while collecting your items.

    This way the community its brought together.This is another aspect i didnt put on OP, but dungeons will bring the world back alive, especially if they are the "leve capped" or "exp(sp) progression" type of dungeons.
    (0)
    Last edited by Zkieve; 04-20-2011 at 04:38 AM.