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  1. #11
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    I'm gonna catch so much hell for this idea, and it really isn't a room trap, but I must post!

    [Moving Forcefield]

    ------------------------------------------------------------------------------------------------------------

    [How to "survive"]

    Stay within a "moving force field" in order to survive and complete a dungeon or instance. (Think *gulp* ...Crystal Chronicles...)

    ------------------------------------------------------------------------------------------------------------

    [Details]

    In certain dungeons, there could be "high concentrations of Aether", which would deal damage to players in addition to other possible penalties, spread throught the entire dungeon. In order to make it through the entire dungeon, it would be necessary to use a sort of forcefield-producing device that must be carried from checkpoint to checkpoint in order to be recharged. Of course you would still be fighting monsters, so it will be important to coordinate movements to ensure that monsters are dispatched quickly so that you can reach the next checkpoint. Other rooms that have puzzles could have their own forcefields, so you would not have to worry about running out of charge while solving a riddle.

    ------------------------------------------------------------------------------------------------------------

    Admittedly this idea may not be that popular, and some parts(specifically the carrying around a thing part) could be modified...
    (23)

  2. #12
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Quote Originally Posted by jackky View Post
    【アイテム現地入手型ダンジョン】 Dungeon where you have to obtain everything on the spot.
    -----------------------------------------------------------------------------------
    [解除方法]特になし - nothing really
    -----------------------------------------------------------------------------------
    [詳細]
    裸の状態からスタート
    ダンジョン内で装備を入手、あるいは拾った素材から装備を生産したりしてダンジョンを攻略

    You start naked.
    You have to obtain gear/weapon or craft from materials obtains from the dungeon.

    -----------------------------------------------------------------------------------
    Click on the blue arrow if you like this one and like the original post; it's not my idea.
    As long as I have my subligar I'm happy with this one...
    (6)

  3. #13
    Player
    TirionCrey's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    705
    Character
    Tirion Crey
    World
    Phoenix
    Main Class
    Gladiator Lv 86
    My Idea:


    Path of endless tortures
    -------------------------------------------------------------
    How to beat it: Fight fast enough, while not losing sight on the wall of flame behind you and the tiles/plates on the ground.
    -------------------------------------------------------------

    Details:

    A long corridor/path/tunnel whatever. Not too narrow, but also not too wide, so people are bound to a tight place for movement. The ground has different tiles and plates with patterns. Stepping on the "wrong tile/plate" will activate a trap that will cause a debuff with DoT(not curable) and stacks and won't be removed until you reach the end of the corridor and step into some "healing water" or just anything.

    While everyone has to focus on their steps, mobs will come from the far end of the corridor/path/tunnel and start fighting you, while from behind a wall of flame will slowly errupt from the ground, chasing you.
    With this trap all your senses will be in use. You have to keep track of the ground and your movement. You have to fight at the same time, but not take too long for fighting, otherwise the wall of flame will reach you.

    So...Movement, Battle and Speed Skills are in need!^^
    (19)
    Last edited by TirionCrey; 07-12-2011 at 03:59 AM.

  4. #14
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Quote Originally Posted by amu View Post
    【カニ鍋を守れw】 Protect the crab pot (soup) w
    -----------------------------------------------------------------------------------
    [対処方法]
    ・クラフタが特別なクラフトを完成させるまで、その環境を守る
    Protect the crafter from completing a special craft.
    -----------------------------------------------------------------------------------
    [詳細]
    現地調達で、特定の題材のアイテムを作成する。そこで、発生したアイテムや、効果を使って
    クリアする。たとえば、メガロクラブの足を集めてカニ鍋をしたりしますw。アルドゴートの肉で、しゃぶしゃぶでも可w
    カニ鍋が完成すると、カニへの種族ダメージ倍撃になるなどの、パーティー全体に特殊効果がかかる。
    そして、たとえばダンジョンで、最後にでてくるボスが、カニ族だった場合、、その効果を使うと、有効に倒せるなど。
    Get the ingredients, materials needed in the dungeon and have the crafter make the item. With that item effect can move on to clearing. For example collecting crab legs by killing crab mobs to make crab pot (soup). By eating the crab pot (soup) your damage towards crabs increases and can fight the boss. Without the crab pot (soup) can't defeat.
    Click on the blue arrow if you like this one and like the original post; it's not my idea.
    (6)

  5. #15
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Sort of a play on Amu's idea:

    [Craft That Key!]

    ----------------------------------------------------------------------------------------------------------

    [How to complete]

    Craft a special key to open a door(or series of doors) within the dungeon to reach the boss.

    -----------------------------------------------------------------------------------------------------------

    [Details]

    Located throughout the dungeon will be various groups of monsters with a leader holding a material required to create a "master key". In order to complete the required key, you will have to defeat the monster leader, collect the pieces and then have somebody craft the key, open the lock(or locks) and then proceed through the rest of the dungeon.

    ---------------------------------------------------------------------------------------------------------

    As a side note, I really think that some of these ideas(like the naked run idea) could work nicely as storyline related stuff.
    (19)
    Last edited by Malakhim; 07-12-2011 at 04:08 AM.

  6. #16
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    【Title】 Elemental Ambush

    -----------------------------------------------------------------------------------

    [How to Complete]

    Defeat the Elemental-based Enemies & Environment Traps with the Appropriate Opposite Element

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    [Details]

    Entering an area will cause a wave of Incredibly Tough Pudding (Fire, Ice, Water, Wind, Earth, Lightning) to drop down from the ceiling. Parties should use the appropriate Opposite Element to quickly defeat these Elemental-based Enemies.

    In addition, there can be Elemental Environmental Hazards (Fire Fount, Freezing (Ice) Pillar, Tornado Pillar, etc.) that cause heavy damage if touched. These, too, can be dispelled by using the appropriate Elemental-based Spell or Weaponskill on the Hazards.

    You do not need to use the Elemental Weakness to defeat these challenges (in case no one has an appropriate countermeasure), but it sure helps.

    Note: Right now many Weaponskills don't have a clear Element attached to them. But these types of Elemental-based challenges could pave the way and make use for the Design Team to attach Elements to certain Weaponskills. Or just keep these as challenges that Disciples of Magic can take on.

    It's also a nice way to teach players about the Elements and the appropriate Counter Element in Eorzea (and for those that know, it's good practice). Just a way to encourage adventurers to think about certain attacks and not just spam their favorite attack in most battles.
    (16)
    Last edited by Kiara; 07-12-2011 at 04:45 AM.

  7. #17
    Player
    Karvapeikko's Avatar
    Join Date
    Mar 2011
    Posts
    63
    Character
    Mjolnir Fomalhaut
    World
    Phoenix
    Main Class
    Weaver Lv 80
    【Cannon room】

    -----------------------------------------------------------------------------------
    [How to complete]

    Kill all mobs from room, while evading a cannon.

    -----------------------------------------------------------------------------------
    [Details]

    A room with mobs and a cannon, which slowly targets stationary players. Target can be seen moving on the floor and changes color while locking. If players don't move away before successful locking, cannon shoots and deals AoE damage and/or various status ailments. Killing all mobs opens the door to get out. Cannon stops targeting when all players are out of the room.
    (10)

  8. #18
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kiara View Post
    【Title】 Elemental Ambush

    -----------------------------------------------------------------------------------

    [How to Complete]

    Defeat the Elemental-based Enemies & Environment Traps with the Appropriate Opposite Element

    -----------------------------------------------------------------------------------

    [Details]

    Entering an area will cause a wave of Incredibly Tough Pudding (Fire, Ice, Water, Wind, Earth, Lightning) to drop down from the ceiling. Parties should use the appropriate Opposite Element to quickly defeat these Elemental-based Enemies.

    In addition, there can be Elemental Environmental Hazards (Fire Fount, Freezing (Ice) Pillar, Tornado Pillar, etc.) that cause heavy damage if touched. These, too, can be dispelled by using the appropriate Elemental-based Spell or Weaponskill on the Hazards.

    You do not need to use the Elemental Weakness to defeat these challenges (in case no one has an appropriate countermeasure), but it sure helps.

    Note: Right now many Weaponskills don't have a clear Element attached to them. But these types of Elemental-based challenges could pave the way and make use for the Design Team to attach Elements to certain Weaponskills. Or just keep these as challenges that Disciples of Magic can take on.

    Might be fun if the elemental traps could interact with with the puddings. would be a great way to show the elemental superiority in action. Say the fire pudding is healed by the fire trap. (and has a natural inclination to return to it when its at low health) Pulling the ice pudding to the trap would kill the pudding outright, and finaly pulling the wind based pudding over to it would destroy/disable the trap its self.
    (5)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  9. #19
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I think it would be cool if they could actually integrate every class into the dungeon system, not just war and magic. i've posted a long winded idea a long time ago on another forum but I"ll try and condense it here.

    Basically with gatherers Botanist/Miner/Fisher they would have the ability of perception for different hidden passges and traps.

    A Botanist would have the ability to perceive the ground and nature to find a hidden passage as well as harvest any points they may be able to find in the area which may have mushrooms herbs and such.

    For Miners they would be able to perceive the walls to find little changes between them to find hidden openings and passages as well as find walls that may be holding rare ores

    Fishers would be able to determine if a waterway is holding a secret path and have the ability to dive in if right
    ===

    Now with crafters they would be able to "unlock" new areas found by the above three through certain syntehsis's that pertain to their craft which in some cases could unlock workshops where they can learn synthesis's that they were unable to do before or ways to enhance certain pieces of gear. When a crafter needs to open a hidden pathways the loot required to perform the synthesis will be stuff they can find in the dungeon though on rare occasions they will need to plan ahead.

    The hidden paths and new areas will reveal a wide range of new content ranging from unlocking new dungeon, finding new crafting recipes, finding hidden bosses and obtaining rare "cursed gear"

    ====

    With the above in mind I would propose to do away with the timer and instead create a new "skill level" concept known as "Adventurerer"

    The Adventurer skill would raise based on how well you do in a dungeon and if you complete it.
    Being a Rank 1 adventurer your endurance and ability to push through a dungeon would be low. But as you grow stronger you'll be able to last in dungeons longer. With this in mind there would be "save spots" where a player/group can rest and continue on at another time though this concept would only work for people in same ls for the most part.

    Basically the save point feature allows those that may not have a lot a time a way of traversing through a dungeon without losing their progress or having to start over. The only data saved in this process are the team members in the group and progression through the dungeon. -A person can save up to 5 dungeons though upon restarting a dungeon the save is lost-

    As an adventurer 1 you have access to a wide range of skills, Endurance, climibing, Perception(traps and ambushes), swimming, Lockpicking, Disarming

    These abilities will help to get you through the dungeon.
    When a player finds a trap they have the option to disarm it, a successful disarming will increase the team moral and increase the "endurance" of everyone allowing them to stay in the dungeon longer. However when traps are set off along with a loss of HP/MP they will also lose endurance
    ===

    The basic idea is your time in the dungeon is based on endurance, while a person with low endurance won't be able to last for long as you become stronger you'll be able to revisit older dungeons and maybe discover new areas because of your ability to last longer and discover/search the area with greater ease.
    ==
    To me a successful dungeon concept would be one that has hidden mysteries as well as allows a place for gatherers/crafters to help.

    While there is more to explain with the idea this is the basis of it, I think if implemented properly it could be fun and allow people to take a more strategic way towards conquering a dungeon rather then feeling like they are pressed on time.
    (4)

  10. #20
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    cool ideas so far , thumbs up for every1
    (0)

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