I really enjoyed Nyzul Isle. I hope they adopt similar content in 14.
I really enjoyed Nyzul Isle. I hope they adopt similar content in 14.
I like your idea, not for every dungeons of course but I don't see why this could not be achieved and it could be a lot of fun. The cons are mostly obsolete since even if you don't split up you are still relying on the skill of your party members.
Nyzul, Salvage, Einherjar (to an extent), limbus (to an extent), outland dynamis (to extent) and Sky/Sea areas are good concepts.
It's also confirmed there's multiple paths, so it's a good possibility that it will have basic puzzles.
they had something like that in EQ2 where the party was split up and you had to find your way out by breaking or climbing over objects awhile fighting mobs. Had alot of team effert to reach the middle where you got out. (was more of a raid quest) to progress to raid content. So you had to do dungeons to even be able to do raids. Get keys etc to get into raids. (get access). In a way that was fun as raid content was more of a guild thing so everyone had to work together to get access to the area and unlock to see whats behind the doors.Hello everyone just wanted to share a thought I had about future raids being introduced, and wanted to know whats your preference on dungeons.
I understand that raids are being introduced with strategy in mind, but does that mean hack and slash while keeping healed, or will there be also small puzzles to solve through out the dungeon. I thought last night, an interesting concept would be if the dungeon branched off into two paths where the party of 4 or 8 would have to spit up and help each other get further into the dungeon. When they get to the final room, or certain points in the dungeon, the party comes together to fight bigger battles.
The pros: Elements of Strategy, more than just walking through a place, killing things.
The cons: Relying on people you can't see on the other side of the dungeon. This stresses communication.
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Please, I'd like to hear more thoughts on raid dungeon puzzles I'll try to put your idea on the main post with credit to you.
Random Disclaimerrr :] (I currently do not play FFXIV. I own a copy but my computer isn't good enough to run it. Please, stay rational folks, I may not be a player but I suppose everyone is allowed input right?)
- Sincerely
Rai Raymont of Trabia
I wouldnt mind some puzzles to get away from the hack and slash grind and have something interesting with interaction with the game in some way other then beating up mobs or running around picking up notes on the ground.
This really stood out to me from what you said.
Did you mean that like literally, because breaking inanimate things to progress sounds like an interesting concept too.
Also climbing over things would be cool *if* jump feature is eventually add.
no, more like you found a bomb and used it to break the wall. You had to be careful where you placed the bomb as some walls didnt break. (had to pay attention to detail)
Assault had that break feature, some walls you needed those Wajaums or w/e to do Spitfire or something like it and you had to have them face wall and they'd break them down, and ofc you had to split up.
Ahh i loved assault!
Man I wish I would have gotten to some real dungeon content in XI, havent got that far... yet...
But it seems to me some of ya'll like how that was handled in XI, would you prefer it fine-tuned at all?
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