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.
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.
Last edited by Crevox; 06-08-2014 at 02:22 PM.
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.
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.
Last edited by Marxam; 06-08-2014 at 01:52 PM.
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.
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.
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...
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?
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.
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)...
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
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