THIS. I would live inside this.A dungeon that FORCES players to alt. Where one fight needs more than 2 tanks, some other cant be tanked at all, some enemy can only be damaged by ranged dps, some reflect magic dmg, some fights requires additional 2 healers etc. Just make it necessary to complete every single fight with same group of players, so that u have to change job, not player.
FFXI isn't the game it was at 75 cap anymore, it's gone through casualization as well. There's nothing to go back to.
FF XIV does need new dungeons, just not ones that require item level 55 as the minimum entry point.
I'm not saying it doesn't need other improvements, but it's possible to burn through the game right now in a month and run out of stuff to do on your main Job.
I appreciate the thoughts behind this thread, but remember, we ushered in the way for ARR to exist by not voting with enough dollars supporting 1.23. The MMO genre is in a weird state of "gimme" right now because they are no longer treated as "another world", they are treated as games. Games you can maybe play with other people. That ambiguity has taken away much of what we "old school" players loved about old mmos.
I mean take a look at any new game that comes out in the MMO genre.
1) people will say it HAS to have endgame (this is a complete shift from our old ways of thinking and playing)
2) people will say it HAS to be innovative and new (this is hard on developers because how can they just come up with 100% new feel for a genre that is steeped in a typical foundation of quest > level > gear > etc.; if they change it too much then it's no longer an MMO)
3) people say it HAS to have what they consider standards in today's mmos: Mounts, Housing, (developer made) Content, Dungeon Finder system (you wouldnt believe the amount of people who view this a standard now). etc.
ARR could implement more of a "another world" feel to the game, but it won't be anytime soon. SE needs to see stabilization of their game first before experimentation.
*when i say "another world" I mean a game where things take time comparable to the world we live in.
Last edited by Xairos; 03-15-2014 at 11:31 PM.
I have a rather straight forward and simple solution, just copy and paste several features that WORKED from XI. I know, I know, why don't you just play XI? I may, when I am done typing this.
An auction house was mentioned, exp parties (If you are learning your job and die in an exp pt, no biggie; if you die in a dungeon...lol) past battles (Campaign comes to mind), stop gear skipping (A less painful ToM perhaps), siege (Besieged), open endgame content, NM drops being significant to the game (Crafting in in XI's current relic/af armor upgrade system). Imo, not only should they keep this content updated, but make it an integral part of the game.
Imo, this game is not that far off from greatness. However, it is in dire need of some depth/content.
Last edited by Swagcity; 03-16-2014 at 04:52 AM. Reason: added bold part.
I don't get why don't they put in better quests?
There has been almost no new questlines added to normal NPCs ever since launch. Give us challenging open world questlines in addition to all these dungeons so that the gameworld has some purpose to exist!
When was the last time you even needed to leave town in this game?
I'm pretty sure every patch until the first expansion is going to follow the same formula:
Even numbered patches:
ilevel cap lifted
New Coil turns
Odd numbered patches
New crystal tower
All patches:
New dungeon
2x hard mode dungeons
New primal
New trial that isn't a primal.
New main scenario quests.
The only surprise is which dungeons we're getting and which primal.
I do like your idea of a coliseum but it needs to be added alongside other content like dungeons and raids too.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
I actually felt jealous watching my GF doing the story quests that I had actually done before. How actually wrong is this. Actually.
FF has already fallen into the downward gear spiral theme park mmo to sit alongside all the others. New dungeons! new gears! -repeat-.
Slightly offtopic buuuuut: If the majority of the game were to be spent inside a dungeon, you would think all dungeons would each get their own sound track, not just 5 seconds at the start followed by that crappy tune that gets annoying after 5 mins. EVEN BETTER. Put a jukebox in the dungeon UI which holds all previous uematsu pieces!
This sounds sick lol. Could be done so easily, in the form of a group leve? omg group leve! lets go!
Last edited by Sessurea; 03-16-2014 at 10:58 PM.
We had that in 1.0. It was called Hamlet Defense and it was awful.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
The biggest issue is that they have to get away from the idea of extending gameplay with super hard boss encounters because the target audience for these games has to make use of matchmaking tools far more than they once did to get things done in a reasonable amount of time. Fights like "The Naval (Extreme)" and Twintania are designed to force individual players to wipe repeatedly in order to learn the fight and thus demands that all members of the party be on the same footing if they ever hope to win. The combination of hard boss fights plus duty finder/party finder creates a situation where the chances of success on those encounters are absolutely abysmal in a random group. So the replayability and reward of the game need to originate from someplace very different.
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