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  1. #1
    Player
    Alice_89th's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    670
    Character
    Alisette Dumont
    World
    Moogle
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Kelberos View Post
    I reckon its more to do with server stability. If you spawn a full dungeon from the get go the way you do in WoW and other lower level dungeons - you will put a lot of strain on the server.
    Personally I think the usual glowing blue dots you see when changing zones could already be an improvement. Of course it would still be ''start walking down the tunnel/staircase/cave on one end and magically skip the middle and come out on the other end'', but it might feel a little more coherent than warping around.

    But personally I have been busier pondering how those aetherflows would work (lore technically), than that they annoy me.
    (1)

  2. #2
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by civilpaw View Post
    Coil just feels insubstantial. It feels incongruous. It just doesnt feel like its a single dungeon.
    While i agree that for pretty much the rest of the dungeons it would be cool if it was just continuous space in coil itself it actually makes sense it isn't since from turn to turn you are going down an elevator, deeper and deeper into the structure as you go.

    Quote Originally Posted by Kelberos View Post
    If you spawn a full dungeon from the get go the way you do in WoW and other lower level dungeons - you will put a lot of strain on the server.
    Well, while I actually don't know why they make you go through those portals, it's not so that they can split the dungeon into smaller instances, as that just doesn't happen, for example you can attack the mobs upstairs in AK before you actually go upstairs. Also when you die, you go back to start.
    (0)

  3. #3
    Player
    civilpaw's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Captain Yesterday
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Pibz View Post
    While i agree that for pretty much the rest of the dungeons it would be cool if it was just continuous space in coil itself it actually makes sense it isn't since from turn to turn you are going down an elevator, deeper and deeper into the structure as you go.
    .
    Ya, but aside from turn 4, it doesnt even feel like youre going on an elevator. its just a portal that teleports you to a lobby with another portal that teleports you to a another dungeon.
    (0)

  4. #4
    Player
    civilpaw's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Captain Yesterday
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kelberos View Post
    I reckon its more to do with server stability. If you spawn a full dungeon from the get go the way you do in WoW and other lower level dungeons - you will put a lot of strain on the server.
    This makes little sense, as your counter argument references a game which itself successfully does that very thing. Blizzard can do it with a game that has many times the population this game presently has. Blizzard has been doing it for 9 years. Heck, Square-Enix has been doing it for... 12 years? Mind you, Final Fantasy XI's population has never been incredibly high, but even with griefers at Dragon's Aery, killing a boss has never been an issue.

    Quote Originally Posted by Kelberos View Post
    We already have a couple of content thats not dungeon based. Look at Odin and Behemoth.
    Valid point. Allow me to rephrase.

    It would be nice to have world content that is worth doing.

    Quote Originally Posted by Kelberos View Post
    How much fun it is stacking on one map tile with 200+ other people that are spamming AOE on a small piece of land. Or how it would occasionally crash the server?
    I refer you back to reply 1.

    Quote Originally Posted by Kelberos View Post
    IMHO - they do not have a good handle nor a good solution to handle non-dungeon based content. Its not their fault per se since World events are hectic & messy.
    How exactly is it not their fault that they are unable to handle non-dungeon based content in their own product?

    Quote Originally Posted by Kelberos View Post
    Unless something has changed or can be done i would refrain them from trying.
    Again, I refer you to reply 1.

    Quote Originally Posted by Kelberos View Post
    I understand where you are coming from - and i do root for them myself. But i would not trade them off for server stability/availability.
    And once again, I refer you to reply 1.

    Edit:

    It seems that maybe some people missed my point a bit regarding non-dungeon content.
    I would like for there to be reasons to go out in to the world, and awesome zones to go in to. At present, the only reason to venture out in to Eorzea is to utilize a gathering profession, or to level up. There's simply nothing else to do that doesnt involve entering an instanced dungeon, and after the changes to dungeon XP go live, leveling up will also take place in them (tho I dont hate this, as fate grinding is about the most awful thing ever). It doesnt have to be a boss encounter (tho I definitely wouldnt turn those down), but the two world boss encounters that exist offer nothing of value aside from 1 set of Chocobo barding that is only two-thirds awesome.

    Note:

    Just gettin nb4 "go back to wow". I do like FF14, and want to see what 2.1 has to offer before I make a concrete decision to stop or keep playing. And I enjoy how the producer (or whoever it is posting in his name) actually interacts with the community, instead of treating it like the enemy. I got very sick of the way Blue handled the community forums in WoW, for instance. I also enjoy the encounters in the raid dungeon. They seem fairly well thought out, tho a bit easy. But hey, introductory raiding should be that way. I just wish that there was more to do.
    (0)
    Last edited by civilpaw; 11-26-2013 at 01:24 AM. Reason: having trouble finding up to date sub numbers for this game, so had to modify a statement.

  5. #5
    Player
    Kellauchia's Avatar
    Join Date
    Aug 2013
    Posts
    59
    Character
    Mattea Vidette
    World
    Gilgamesh
    Main Class
    Archer Lv 60
    They did say that they plan to release hard mode for some dungeons (some already confirmed).
    whose to say they don't plan to do so for the AK or many more.

    I remember hearing them say, when they put the HM of the dungeons, they will be with different enemies and different places or routes for that dungeon...
    (0)

  6. #6
    Player Zaft's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    703
    Character
    Leo Strut
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Coil is split up so that you can clear it a turn at a time. You can leave, come back another day, switch jobs around, or even come back with an entirely different group.
    (0)

  7. #7
    Player
    civilpaw's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Captain Yesterday
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Zaft View Post
    Coil is split up so that you can clear it a turn at a time. You can leave, come back another day, switch jobs around, or even come back with an entirely different group.
    Works in exactly the same way in World of Warcraft, and each raid is a single dungeon. Except for Siege of Orgrimmar. But it takes place on two continents.

    edit: Also, I dont understand the need for the timers in the turns. It makes zero sense. At any time you can leave, reset the timer, and only have to trot a short distance back to the boss. Why not eliminate the timers? Seems completely arbitrary.
    (0)
    Last edited by civilpaw; 11-26-2013 at 12:48 AM.

  8. #8
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Given that the Lunatics in AK have been routinely summoning voidsent and have actively booby trapped the Keep with Vodoriga, it's not unconceivable that they could use simple teleportation spells to move around the ruins of the Keep. I know I wouldn't want to clamor up a set of crumbling stairs every time I needed to go to the top floors. The place is in terrible shape. The only other dungeon I can think of with teleporters like that is Cutter's Cry and that just reminded me of Quicksand Caves where you would fall through the quicksand pits to descend floors. Copperbell doesn't count because you're actually descending down the elevator so the dungeon is continuous.
    (0)

  9. #9
    Player
    civilpaw's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Captain Yesterday
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Lithera View Post
    Given that the Lunatics in AK have been routinely summoning voidsent and have actively booby trapped the Keep with Vodoriga, it's not unconceivable that they could use simple teleportation spells to move around the ruins of the Keep. I know I wouldn't want to clamor up a set of crumbling stairs every time I needed to go to the top floors. The place is in terrible shape. The only other dungeon I can think of with teleporters like that is Cutter's Cry and that just reminded me of Quicksand Caves where you would fall through the quicksand pits to descend floors. Copperbell doesn't count because you're actually descending down the elevator so the dungeon is continuous.
    Does nothing to explain the ones in Halatali tho. Honestly it just feels like a cop out in design to me.
    (0)

  10. #10
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Halatali is continuous as well. The teleports put you on the opposite side of sealed doors. Probably a design the Pugilst's Guild put in place, probably with the help of the Thaums, to ensure none of the rather onerous occupants of the place got out. All the chains you have to yank to open the reinforced gates are a nice touch.

    Oh, and after doing a run through AK, the stairs aren't even accessible lol So the Lunatics had no choice but to resort to magic. All the side corridors are grown over with vines and roots. Perfectly reasonable for a fairly ancient Keep in the middle of a dense forest land. Could be that an eventual Hard Mode AK will take us through some of those corridors or perhaps even into the Keep's dungeon. Probably some nasty stuff down there.
    (0)

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