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  1. #11
    Player
    Crevox's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Crevox Shadeseer
    World
    Hyperion
    Main Class
    Arcanist Lv 70
    Even if a dungeon becomes non-linear, ultimately, every party will conform to making the same path choices because they are the best.

    Thus, we're back to being linear.
    (3)
    Last edited by Crevox; 06-08-2014 at 02:22 PM.

  2. #12
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by PSxpert2011 View Post
    Non-linear like, IDK... maybe open dungeons like in FFxi? Sky... Sea... King Rampere's Tomb, Fey Yin?
    So basically more zones? This isn't even an accurate comparison. Dynamis, Salvage, Einherjar, and Limbus are more akin to CT and Coil because they are both "raids". The only thing that FFXI has that XIV doesn't is HNM.
    (0)

  3. #13
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    When I first entered BC1 T1 back at launch I was shocked at the level design as it looked very similar to the great crystal in FFXII. I was stoked to think that we had to delve deep into this chasm to get to the boss but no just go through one corridor with some adds and kill the boss. Pretty lame attempt at level design as there was so much potential but it only a rush to a boss arena.

    If I was to design that level I would make it so that you would have to flip switches at different points and to get to those points you need to teleport to other platforms floating around the area and the switches will need to be opened simultaneously meaning you will have to split your party in such a way that you can defeat the mobs there w/o having to back track. Basically Great Crystal again in FFXII and no there will be no hidden ultima weapon boss lol.
    (0)
    Last edited by Marxam; 06-08-2014 at 01:52 PM.

  4. #14
    Player
    Luxx's Avatar
    Join Date
    Mar 2014
    Posts
    292
    Character
    Cress Albane
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Chibionieko View Post
    In fairness Coil 1 Turn 2 has several choices the player can make, its just there not all optimal. Coil 1 turn 3 has only 1 right path but it has tons of wrong paths you can take by mistake.
    Which is why Crevox is right.
    While T2 has options, people pick x sides according to the amount of melee or range. [I think...]
    Still, doesn't matter too much because Enrage mode. They will just find whichever boss or path
    is the easiest or fastest and pick that.
    (0)

  5. #15
    Player
    GuiltyBoomerang's Avatar
    Join Date
    Mar 2011
    Posts
    42
    Character
    Estur Leone
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    1.0's Thousand Maws of Toto Rak was 'arguably' non-linear - you had an optional mini-boss (if you knew how to get to him,) a regular end-dungeon boss (if you did everything normally) and a super end-dungeon boss (if you knew where to go and did more.)

    That said, pretty much all of ARR's dungeons use 3 bosses in a linear fashion...here's hoping the new dungeons have some non-linearity to them.
    (0)

  6. #16
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Crevox View Post
    Even if a dungeon becomes non-linear, ultimately, every party will conform to making the same path choices because they are the best.
    Really? Every time I end up in Toto-Rak on Duty Roulette it's 50/50 which route I end up on. Thinking about it, back when Wanderer's Palace was a thing and speed runs weren't, I remember having some groups that took a different route in the middle section several times. Conformity only came with the "Pull everything" mentality that's accompanied excessive iLv.

    Something like Turn 2 could have been handled much better, the fact that enrage is a thing at all is proof enough of that. Weaken the minibosses, making killing more of them more important, suddenly you have a case of splitting up into 4man groups. Every time you could take a different route. They could even have randomized which miniboss was in which section. Plenty of things they could have done to improve Turn 2...
    (0)

  7. #17
    Player
    Madoka's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    561
    Character
    Ayukawa Madoka
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Why make 4 bosses when people will always just choose the easiest one?]

    Why come up with 4 original encounters for one instance when you can use them across 4?
    (1)

  8. #18
    Player
    DukeBurden's Avatar
    Join Date
    Aug 2013
    Posts
    298
    Character
    Duke Burden
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    OP doesn't know what he wants lol. No one knows what they want! Also, FFXIII was awesome so screw you! I hate how FFX and FFXIII are the exact same game but people choose to hate XIII.
    (0)

  9. #19
    Player
    Razzle's Avatar
    Join Date
    Mar 2011
    Posts
    749
    Character
    Razu Erisu
    World
    Omega
    Main Class
    Conjurer Lv 70
    When dungeons have paths people just pick one and stick to it, so I see no point.

    Look in the old dungeons that had chests in places outside the main path, like AK. No one ever hunted them. SE already realized that and that's why new dungeons all have a single path.

    On paper it surely nice to not have 1 path but in reality even if there are more paths people will just pick one (except a few players who will do it for the sake of it but the numbers would probably be negligible)...
    (0)

  10. #20
    Player
    LadyVal's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    684
    Character
    Valentina Jalenoux
    World
    Siren
    Main Class
    Scholar Lv 80
    Personally, I'd also like more path options and less completely linear dungeons as well. Places like Haukke Manor would be amazing to explore. You could always adjust the rewards too, like a second set of weapons for choosing the right boss or just something simple like a different balance of myth and sols depending on the path you take.

    I do think though, the majority of people would stick to whatever path is easiest and just do what they could to get done fast. Most people don't have an interest in exploring the game, just rush to get collectibles as fast as possible. But that's a rant for another time. :P
    (0)

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