Personally, I would rather see them come up with their own new and unique endgame concepts. We don't need more shit from XI.
Personally, I would rather see them come up with their own new and unique endgame concepts. We don't need more shit from XI.
Although I'd like to see something like Salvage (but without the terrible drop rates). Probably the event I enjoyed most in XI. Yes it's another instance, but it was sufficiently different to a traditional dungeon to make it interesting.
Borrowing some ideas from Dragon Crown but two things I'd like to see are multiple dungeon paths and continual dungeon runs. First, multiple paths would add some variety to the current instances. These paths could be opened up by bringing certain "pop" items into the dungeon. I realize this would require essentially creating an entire new dungeon but they could at least borrow some of the art design currently in place. For example, you could bring an item into Wanderer's Palace that would allow you to make a left at the beginning instead of always going right. Different bosses (potentially harder) would await you on path B.
Continual dungeon runs would be harder to implement both from a reward standpoint and the gear condition issue but is still an interesting concept in my opinion. Essentially, after you finish the final boss, the party would be given the option continue with the current group to move on to another dungeon (random even). The rewards for each consecutive dungeon completed would increase allowing you to chain together multiple instance runs for better rewards. Again, making this actually useful without going overboard would be difficult but I'd at least like to explore that option. The major setback would be how to handle if one or more players dropped from the run.
Another idea for "pop" items would be just adding an optional boss to dungeons requiring a pop item to spawn.
I realize this doesn't speak to the intent of the topic creator in terms of end game variety options but it could at the very least enhance the options we currently have available.
Last edited by Starfox71rt; 10-23-2013 at 04:29 PM.
They have shown what their plans are for 2.1 and said they adding more instances ala more coil in 2.2. Please do not assume we need it this instant. All I am saying is if they are planning on releasing the same type of content like they have shown in 2.1 and 2.2 (just more instanced raids). People will leave in droves because every mmo has done that the past 10 years. We need to see a commitment to an open world end game farming zone ala sea/sky...which I don't think we are ever going to get but its worth it to push for it because I love FF games.
This thread is still going?
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Bump for great justice
This is the first positive thread I've seen in a while...hope something like this is added!
We've seen this sort of stuff in other MMO's. Open world end-game level bosses roaming around. Neat but always abused. WoW had the dragons and man we overwhelmed them with 3-4 raids sitting on standby or we had circumstances where people griefed us in the middle of our encounter to cause us to wipe, so that they could tag the dragon or the non-stop battle for the world dragons between factions.
If you want open world end-game your going to have to write up a 100 page theory on how to deal with everything that arises. It has to do with more then SE being lazy and etc. We've seen open world End-game and its been chaos. Hopefully you can engineer one that's full proof to get support for this.
Great concept, however when applied, we take a grenade, throw it in the porto-potty and crap just goes everywhere. We've seen this too many times.
You don't need a 100 page theory. You farm a pop item or buy a pop item from open world mobs that are abundant/plentiful. You use said pop item to pop a boss that is claimed to your party/alliance. Not hard.We've seen this sort of stuff in other MMO's. Open world end-game level bosses roaming around. Neat but always abused. WoW had the dragons and man we overwhelmed them with 3-4 raids sitting on standby or we had circumstances where people griefed us in the middle of our encounter to cause us to wipe, so that they could tag the dragon or the non-stop battle for the world dragons between factions.
If you want open world end-game your going to have to write up a 100 page theory on how to deal with everything that arises. It has to do with more then SE being lazy and etc. We've seen open world End-game and its been chaos. Hopefully you can engineer one that's full proof to get support for this.
And what is the difference between that and an instance where the content is locked to your set party/alliance?
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