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  1. #1
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    I also like having the boss challenges vary based on actions in the dungeon. Like perhaps a magitech shield protects a major boss making it weaker if you take the side route to disable the shield first. Make sure there is also a penalty tied to a weaker boss to make it so players strong enough may still prefer to keep the shield up, in this example.

    Maybe you would find an advantage in crafters/gathers via distracting/disabling a boss by "tinkering" with a spot in the dungeon, while the main force goes in for the kill...

    Or maybe a certain sub boss will support the main one, if it is not already killed? lots of possibilities here.
    (5)
    Last edited by Duuude007; 06-16-2011 at 08:02 AM.

  2. #2
    Player
    Shinigami's Avatar
    Join Date
    Apr 2011
    Posts
    70
    Character
    White Shinigami
    World
    Lamia
    Main Class
    Carpenter Lv 50
    Quest chest: suprise monster in the chest, can i have it?

    What if instead of a amount of gil, from time to time a weird monster would pop out of the chest? that would put some thrill. Monster could drop even more gil if defeted
    (4)

  3. #3
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    absolutely. mimics must return to FF. oh, and treasure hunter abilities.
    (5)

  4. #4
    Player
    Naylia's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    464
    Character
    Naylia Petrova
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    One of the things I always enjoyed in FF was completely exploring every cave and dungeon, because they were all different and they always had loot scattered about. This is definitely missing from FFXIV.
    (2)

  5. #5
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    indeed. also, a map I actually had to chart by exploring that area, and some sort of rewarded achievement to confirm the whole map had been successfully explored would be nice.
    (3)
    Last edited by Duuude007; 06-16-2011 at 05:44 PM.

  6. #6
    Player
    SydeBeheln's Avatar
    Join Date
    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    One thing I def. don't wanna see again, was coffer/having to farm for keys ><!
    If you bring keys back into the game, please make them more common, and not so time exhausting. Also I think random chests, instead of predetermined locations would be neat. I could feel the awh now of walking through a dungeon and seeing a chest, never knowing what I might get =P
    (1)

  7. #7
    Player
    Terabyt3's Avatar
    Join Date
    Mar 2011
    Location
    Limsa!
    Posts
    279
    Character
    Nykona Sharrowkyn
    World
    Moogle
    Main Class
    Marauder Lv 50
    You could always add something in dungeons for the non battle classes too.

    e.g. - A giant boulder blocking a doorway or a false wall. A miner of sufficent rank is required to get through it. Even then if they fail the attempt a mob pops and auto engages (stopping that 1 char changing to a combat class and leaving the party at a disadvantage, that being the cost of failing).

    BOT could do the same thing but with vines, wooden barricades.

    FSH could have Bosses inside dungeons that are only accessible if "fished up" or "reeled in" with a % chance of trash mob dependent of the FSH lvl and stats.

    That being said you only get one shot at achieving a succesful action. So one attempt at mining through that wall (fail = You hear falling rocks as the tunnel on the other side collapses), one attempt to cut down a tree that will create a bridge over a cravas (fail = log falls down the hole!) and one attempt to fish up that Boss (fail = Trash mob or item dependent on how critical the failure)

    Just some ideas to throw in there!
    (11)

  8. #8
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Terabyt3 View Post
    You could always add something in dungeons for the non battle classes too.

    e.g. - A giant boulder blocking a doorway or a false wall. A miner of sufficent rank is required to get through it. Even then if they fail the attempt a mob pops and auto engages (stopping that 1 char changing to a combat class and leaving the party at a disadvantage, that being the cost of failing).

    BOT could do the same thing but with vines, wooden barricades.

    FSH could have Bosses inside dungeons that are only accessible if "fished up" or "reeled in" with a % chance of trash mob dependent of the FSH lvl and stats.

    That being said you only get one shot at achieving a succesful action. So one attempt at mining through that wall (fail = You hear falling rocks as the tunnel on the other side collapses), one attempt to cut down a tree that will create a bridge over a cravas (fail = log falls down the hole!) and one attempt to fish up that Boss (fail = Trash mob or item dependent on how critical the failure)

    Just some ideas to throw in there!
    That would actually be kinda awesome and give people even more incentive to experiment with other classes.
    (4)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  9. #9
    Player
    Crowley's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    88
    Character
    Aliester Crowley
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Great ideas. There should be an interactive feel with dungeons. Raids maybe less so, but far more tuned encounters.

    If there aren't going to be many there should be a random element. There is a lot of work that needs to be done to make the world a place to explore. I can see a bunch of stuff that's not implemented yet, but honestly you could get good gear and max ranks right now barely setting foot off the paths.

    I would have liked the new dev team to make some sort of content, even a randomized tower to go party in... not like it would take very long to create.

    And how about some actual gear choices lol, I think I have two main casting pieces and the rest could be anything really. Jewelry and other low def/stat items should have different HQ benefits because there are like zip right now.
    (1)

  10. #10
    Player
    Munba's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,395
    Character
    Munba Lunru
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    I missed this topic apparentely, my bad. Totally agree with these kind of implementations in dungeons and chests to find. More interactive dungeons. Also secret passages to find/activate, to reach a treasure box or a secret NM/Boss. And if they would implement a jump like zelda, they could put some leaps and holes to surpass. Also timing jumps.. an example could be a floor that have falling parts or moving platforms to reach. I mean, fun dungeons with not only monsters to kill, with some good Exploration elements inside. (..and a lot of secrets to find!)

    Also i was thinking, it would be nice to use torches or other type of lights to illuminate some darker parts of the dungeon (not the entire dungeon). They could create some very dark parts of dungeon in which it's totally dark (not possible to see with max brightness eh.. lol) and we can go with a source of light to find and activate levers/buttons, find chests and to procede through it. Devices you can't find only clicking around of course but only if you actually see it. You could fight mobs there without a light but you'll have a penalty to hit, like you are blind. The torches or other lights could have a different period of time before they turn off. And you could fire the bracers or torches on the wall to illuminate better the rooms and corridors (in a limited time).
    (3)
    Last edited by Munba; 06-16-2011 at 05:45 PM.

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