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  1. #51
    Player
    shane239's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    232
    Character
    Shaniston Fuerel
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    I miss the NMs! I used to love going out and killing Phia's, then Sorocca (I know i'm not spelling them right but whatever!) when I had nothing better to do. Now I feel all anyone does in the game is level characters to enter instances so it is a lot of standing around!
    (0)

  2. #52
    Player
    shane239's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    232
    Character
    Shaniston Fuerel
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Synapse View Post
    FFXIV was not like FFXI, they remade the whole wheel, thats why it failed, it was rejected by FFXI players, added to the fact that it was half finished. Yoshi came and watered down everything into a generic clone.
    I actually agree with this SO much!

    And the annoying thing is that what he was doing with the 1.0 version felt like a much more endurable game than this game! For me anyway!
    (1)

  3. #53
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    I would like some sort of difficult solo content... something akin to the Main Storyline quests except much, much harder with some sort of reward. Completing it would be optional (so that there would never be a reason to nerf it), and the drop would not be endgame gear but rather some sort of minion, furnishing, mount... aesthetic gear. Something to show off but nothing that would directly affect gameplay (that way people who can't beat it would have no reason to complain because they aren't at a direct disadvantage). However, I think these quests would need to be modified for each job you are attempting them as. I could see summoners as having a distinct advantage in almost all solo content.

    As far as the elemental wheel discussion... I still feel really weird when I use Garuda-Egi against Garuda... or cast Fire on Ifrit... ugh.
    (1)

  4. #54
    Player
    Kimikryo's Avatar
    Join Date
    Oct 2013
    Posts
    512
    Character
    Kimikryo Torahige
    World
    Balmung
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Orophin View Post
    You realize all that crap you soloed in FFXI was after it was irrelevant? It used to take full alliances to beat that stuff.
    RDM75 well geared was able tosolo almost everything there was on FFXI, inclusing Genbu and Charybdis and even some of those weird sea NMs
    (2)

  5. #55
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Synapse View Post
    There r so many aspect of game where this can be seen.. Doing T2 is robbing a whm from the total pool, using PLD instead is robbing the chance for WAR etc...

    The difference with this is that people will not repeat it multiple times, if they do it once, they will be satisfied with it. Unless it offers more for repeat.
    This isn't an accurate comparison. You are only replacing one player for another. Solo dungeons would completely remove that player, or any other player from ever being considered.

    And saying that everyone would not repeat it multiple times is being very presumptuous don't you think? I'm sure there is a decent group of people who have your same thoughts about it, to just do it to say you did. Pride and accomplishment and whatnot. More than likely there is also a group of people who don't like dealing with random jerks in DF and would opt the solo route every time if they were leveling. Or figuring out a way to get far enough in dungeons that drop gear so you aren't fighting RNG to determine whether you get a drop?

    Like I said before, I think the idea would be cool. Just to see how far you could get alone in certain dungeons. I just see way too many ways this could hurt the community as a whole for it to be implemented. The best way to make everyone happy would be for SE to create an optional solo dungeon that you could not attempt with a group. I know that would kind of be destroying the sense of accomplishment you're looking for, but it's better than creating more time on a DF that is already terrible for any job other than Tank.
    (0)
    Last edited by JayCommon; 02-02-2014 at 12:03 AM.

  6. #56
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Focusing on the individual player you can build up content where interaction is priority.
    That does not exclude group play, but in general you are not forced to!
    Lets say you pass by an other player in a cave you exploring and you share the same goal, beating a boss or rescuing something ... you have formed a group without knowing!
    You can add mechanics like traps where you need to press buttons to progress and depending howm any others are in same situation the dungeon "changes" because other doors will open...
    As Example, when you are runing into a trap and only way out is to warp back (reset) or when others coming to rescue you and open the door again.
    Its that kind of gamedesign that makes the "game" feel like "reality", passing by and doing stuff randomly instead of preset everything on scripted always same dungeons...
    Above was just one small example of light group play, lets dive a bit deeper and focus more on group play with following above strategy:
    Assigning a mission and all assemble on a dungeon entrance, lets say the door opens at specific times, then each player have a single task to do but in end the outcome is same, beating the boss... depending on fail or success of each player the boss changes and reacts... you are not forced to succeed and you have room for mistakes, but in end it gives a good feeling, even communication can be added... one player assigned to attack the arm on the left, other player helps with pressing a button on the arm when it was attacked (going offline because energy core is destroyed)... well... just a small piece of deeper going mechanics... you need not to form groups because the system itself supports INTERACTION, thats a different thing than "groupplay".
    (1)
    Last edited by Yukiko; 02-02-2014 at 07:36 AM.
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

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