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  1. #1
    Player
    Luminessence's Avatar
    Join Date
    Aug 2013
    Location
    Southern San D' Oria [S]
    Posts
    22
    Character
    Quiescent Symphony
    World
    Cerberus
    Main Class
    Summoner Lv 70

    Does else anyone miss "open dungeons"? Old FFXIers?

    Now bear with me, but I basically wanted to ask the community something, to FFXI players, non-FFXI and current XIV players:

    To FFXI players, d'ya remember open dungeons that you could zone into? Like Garlaige Citadel or Gusgen mines? Or higher level ones like Boyahdah Tree and Gustav Tunnel? Fighting monsters in these zones always felt special and much more dangerous. Especially when soloing.

    To those of you whom didn't play FFXI, the dungeons in FFXI were accessible at any time and there was no time limit. You just zoned in as if it were any other area. To me it gave me a very "adventurous" feeling.

    I absolutely love the dungeons as they are, but I'd love to be able to stroll through areas like this without only seeing them during DF or for 90 minutes.

    So, the question I ask is, what's your take on "open dungeons" and "closed dungeons" like the ones that exist in FFXIV as of now, and if so, would you perhaps like to see open dungeons in FFXIV?
    (92)

  2. #2
    Player
    Doo's Avatar
    Join Date
    Oct 2013
    Posts
    1,113
    Character
    Buster Posey
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Aww yes, running around Daovi, Castle Oztroja, Castle Zvahl, etc for coffers to obtain my AF while dodging incredibly tough mobs left and right.
    (29)

  3. #3
    Player
    cearka's Avatar
    Join Date
    Sep 2013
    Posts
    393
    Character
    Cearka Larue
    World
    Sargatanas
    Main Class
    Goldsmith Lv 60
    I have fond memories of all the time I spent in arrapago reef.
    (7)

  4. #4
    Player
    Dannythm's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    771
    Character
    Kenshiro Joestar
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    The original version had stuff like this, as it had more in common with XI.

    And was intended to have more.

    Now we have ARR, and we don't like to stress new players, so I doubt it'll ever happen.

    But me? Want it? a mroe dangerous open world with stuff worth doing? Yes of course! bring it back!
    (60)

  5. #5
    Player
    Luso's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    295
    Character
    Sally Syrup
    World
    Sargatanas
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Dannythm View Post
    The original version had stuff like this, as it had more in common with XI.

    And was intended to have more.

    Now we have ARR, and we don't like to stress new players, so I doubt it'll ever happen.

    But me? Want it? a mroe dangerous open world with stuff worth doing? Yes of course! bring it back!
    I don't understand why the game can't have both. I loved these concepts in 1.0 and XI.
    (14)
    Adventure, that's the life for me!

  6. #6
    Player
    RowanLauron's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    358
    Character
    Rowan Lauron
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Ah garbage shitadel. I miss those days you sit on a switch on the first door while waiting for an exp pt to camp in front of it to let you in
    (17)

  7. #7
    Player
    Sotek's Avatar
    Join Date
    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Most of the quests leading to dungeons have us clearing them out for whatever reason. I think it would be amazing if, after clearing them out, they become a zone we can regularly enter. Sort of how like Chains of Promathia handled various areas. This would achieve a few things;
    • The world would seem much larger.
    • Areas like Brayflox's Longstop should have a community of Goblins living in it after clearing it, which gives potential for new shops, even new quests.
    • As well as that, there is potential for more Gathering locations, including new materials and fish to obtain. Would also work very nicely with the new Treasure Hunts feature for DoL.
    • New FATEs/Hunting Logs/etc. Remember how they had to add more sheep to Coerthas due to overcamping? Well, there are plenty of dungeons they could use for the same purpose.
    • Since Copperbell Mines (Hard) has us excavating deeper into the mines, it would also lead into such quests better. Rather than "We dug deeper" and you're still running to the same entrance, we'd have "We dug deeper, go to the dig site".

    They could even spice it up a bit with some areas, like Castrum Meridianum and Praetorium, which
    should be a smoldering crater after we clear them.
    (37)
    Last edited by Sotek; 12-12-2013 at 07:02 AM.

  8. #8
    Player
    Luminessence's Avatar
    Join Date
    Aug 2013
    Location
    Southern San D' Oria [S]
    Posts
    22
    Character
    Quiescent Symphony
    World
    Cerberus
    Main Class
    Summoner Lv 70
    Sotek, that's a fantastic idea!
    (1)

  9. #9
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    This is a very good idea actually! I don't see how some of these instanced dungeons can't become zones in future expansions. Assuming they won't be used for hard mode instances.

    It'll make sense story-wise
    (1)

  10. #10
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Sotek View Post
    Most of the quests leading to dungeons have us clearing them out for whatever reason. I think it would be amazing if, after clearing them out, they become a zone we can regularly enter. Sort of how like Chains of Promathia handled various areas. This would achieve a few things;
    That would require pretty much to re-design all dungeons and zones. Dungeons in XI were effectively dungeons, with secret passages, different paths etc. In XIV, you have a scripted straight line.

    I mean...



    vs




    'Nuff said.
    (4)

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