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  1. #1
    Player
    GaiaGuardian's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    36
    Character
    Reina Mitsurugi
    World
    Balmung
    Main Class
    Conjurer Lv 100

    Reminiscing of 1.0 Dungeons

    I've been watching old YouTube videos of dungeons in 1.0, the basic ones to the raid content, and can't shake the feeling that they were a lot better than the ones currently in 2.0. No, I'm not a Legacy player, but enemies above cap level, bigger areas, and more monsters looks like a lot of fun!

    SE, will it ever be possible that we can have dungeons on a larger scale like from 1.0? Or, maybe a 120 minute dungeon like Amdapor Keep was back in 2.0. There's just so much you can do with these dungeons, I hate to see them end up as content that 90% of the community can steamroll upon arrival.

    If you have to get around PS3 limitations, just keep making sections like you've done in previous ones. But longer/harder dungeons would be more than welcome!
    (23)

  2. #2
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by GaiaGuardian View Post
    If you have to get around PS3 limitations, just keep making sections like you've done in previous ones. But longer/harder dungeons would be more than welcome!

    It's not a PS3 limitation, it's a "Can a casual player get through this without difficulty" question.

    Currently all the dungeons are designed to be easily cleared with minimal effort, it's sad but it's the way the development team want most of the content in ARR to work;

    •Easy Access
    •Easy Loot
    •Easy Progression
    (14)
    Last edited by Shioban; 07-31-2014 at 02:46 PM.

  3. #3
    Player
    GaiaGuardian's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    36
    Character
    Reina Mitsurugi
    World
    Balmung
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Shioban View Post
    It's not a PS3 limitation, it's a "Can a casual player get through this without difficulty" question.
    I just wanted to nip that in the bud, because I knew someone would bring it up eventually about having bigger dungeons.

    Well, I don't mean only make harder dungeons for those that want to run them, but maybe a mix of both? Give some easier dungeons for those that want to just enjoy the atmosphere of dungeons for quicker rewards, then have harder dungeons with slightly better rewards, maybe, but not up to par with what is in a raid. (I sound like I'm talking about Crystal Tower raids...) I just want a different type of challenge, rather than only having Coil to look forward to each week for that. More dungeons that are harder or longer, but retaining the easier dungeons as well.
    (0)

  4. #4
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I did play 1.0, but the diffirence with dungeons now and dungeons back then is simple.

    2.0 dungeons have a path you take from A to B with no deviations. This allows for bosses to show up at set intervals, makes coding a lot easier and especially allows for the developers to put a lot of details in/around just that one path.

    1.0 dungeons are completely diffirent. They might have had an entrance which was your starting point, but the rest of the dungeon was a maze. There was no ending, nor any direct route through it all. Considder it a big open area, not unlike for instance Southern Thanalan now. Many paths to take, many corners and rooms, lots of things to explore and see. But that was the beauty of it. You could lock yourself inside for hours and kill the respawning monsters with a group or even solo for EXP, or search around the map in search of bosses that spawned for the loot they dropped. While i myself was never ever bothered by it, people's main gripe with it was that the amount of details were lacking due to it being a large spread out area and that they had to re-use certain objects more than once opposed to making them unique. Which is silly really, but with a game so interesting, i guess people really needed to look hard for atleast -something- to complain about. Which is rediculous really if you look at the maps from back then...

    I'd much prefer our dungeons to return to the 1.0 format any day, but that's just not going to happen anymore. Perhaps they could, one day, re-introduce the 1.0 dungeons as a sort of "free mode" that you can enter solo. I know i'd love to roam around Sastasha again by myself or with my Chocobo. But with the reception and complaints about the old dungeons, i dont think they're ever going to touch those even with a 10 feet pole ever again.

    For example, Old Sastasha:
    (27)
    Last edited by Surian; 07-31-2014 at 03:14 PM.

  5. #5
    Player
    TheRogueX's Avatar
    Join Date
    Feb 2014
    Location
    Ul'Dah - Thanalan
    Posts
    877
    Character
    Arias Lightbearer
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Surian View Post
    I'd much prefer our dungeons to return to the 1.0 format any day, but that's just not going to happen anymore. Perhaps they could, one day, re-introduce the 1.0 dungeons as a sort of "free mode" that you can enter solo. I know i'd love to roam around Sastasha again by myself or with my Chocobo. But with the reception and complaints about the old dungeons, i dont think they're ever going to touch those even with a 10 feet pole ever again.
    I'd love to see the dungeons be re-enterable from the open world once they were cleared.

    Anyway, WoW popularized the modern "linear scripted dungeon," for the most part, and so many players grew up on WoW and think that's how all MMOs should be. It's really ruined innovation.
    (9)

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by TheRogueX View Post
    Anyway, WoW popularized the modern "linear scripted dungeon," for the most part, and so many players grew up on WoW and think that's how all MMOs should be.
    False on both fronts. Look up Blackrock Depths, Uldaman and Sunken Temple if you want moderate examples of dungeon design. Nexus and Occulus if you want non-vanilla examples.

    Despite tendecies towards linearity, I'm still having more fun doing ARR's dungeons over playing the "run to the beacon to despawn everything else" things that tried to pass themselves off as dungeons in 1.0.
    (8)
    Last edited by Duelle; 07-31-2014 at 07:05 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #7
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Duelle View Post
    False on both fronts. Look up Blackrock Depths, Uldaman and Sunken Temple if you want moderate examples of dungeon design. Nexus and Occulus if you want non-vanilla examples.

    Despite tendecies towards linearity, I'm still having more fun doing ARR's dungeons over playing the "run to the beacon to despawn everything else" things that tried to pass themselves off as dungeons in 1.0.
    Unless they were re-introduced.... you are bringing up dungeons from vanilla WoW.... from 2004. When it was more of a classic MMO. I was complaining back when TBC came out that all the instances were glorified hallways compared to previous dungeons (add Stratholm to the list, it had to entrances that intertwined).

    Black Rock Depths owned, it had some many paths and options to choose from. It was literally a giant dwarf city.
    (1)

  8. #8
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Magis View Post
    Unless they were re-introduced.... you are bringing up dungeons from vanilla WoW.... from 2004. When it was more of a classic MMO. I was complaining back when TBC came out that all the instances were glorified hallways compared to previous dungeons (add Stratholm to the list, it had to entrances that intertwined).

    Black Rock Depths owned, it had some many paths and options to choose from. It was literally a giant dwarf city.
    The person I quoted claimed that people who "grew up" with WoW never saw non-linear dungeon design. Such people more than likely would have played vanilla, where as you and I have confirmed, had non-linear dungeon design. It's also why I mentioned Nexus and Occulus from Wrath of the Lich King (which came out in 2008). Both were non-linear and Occulus had the bonus of not being laid out like any other dungeon. I just don't like people making false claims.
    (4)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #9
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Magis View Post
    Unless they were re-introduced.... you are bringing up dungeons from vanilla WoW.... from 2004. When it was more of a classic MMO. I was complaining back when TBC came out that all the instances were glorified hallways compared to previous dungeons (add Stratholm to the list, it had to entrances that intertwined).

    Black Rock Depths owned, it had some many paths and options to choose from. It was literally a giant dwarf city.
    Personally, I'd love to see something like Black Rock Depths in FFXIV. It was a huge dungeon that had some optional bosses if we went exploring, and all of them had viable loot tables. That place was really memorable just for the bar, which acted as a halfway point and rest stop in the middle of the dungeon.
    (1)

  10. #10
    Player
    Falcus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    673
    Character
    Ineli Falcus
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Surian View Post
    1.0 dungeons are completely diffirent. They might have had an entrance which was your starting point, but the rest of the dungeon was a maze
    Like Sastasha? Because those weren't dungeons. The dungeons in 1.0 were fairly linear just like they are in 2.0, the main difference is the fact that there was so much more effort into min/maxing the runs to do them as fast as possible back then and pretty much everyone followed the exact same strategies.

    Dungeons were more about learning and mastering those strategies then just steamrolling through it with no difficulty.
    (0)
    Quote Originally Posted by Macha View Post
    You win, Mr. Falcus! (no prize for you)

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