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  1. #1
    Player
    Redemption's Avatar
    Join Date
    Oct 2011
    Posts
    106
    Character
    Xia Lin
    World
    Lamia
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Falcus View Post
    Like Sastasha? Because those weren't dungeons.
    I'm just going to make a slight note here, I'm pretty sure they were dungeons. They were not 'instance dungeons' as comparable to WoW instance dungeons, they were open world dungeons as comparable to ffxi dungeon zones or everquest dungeons in the earlier years. They work differently but they both stem from a similar concept.
    (1)

  2. #2
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Falcus View Post
    Like Sastasha?
    Cassiopeia Hallows and Sphopsae along with Mistbeard(?) Cove (that makes up 'Satasha') were dungeons - they were open world dungeons, though. The only reason you'd speed through older dungeons were for the multiple chest requirements, otherwise they would have designed em much differently.

    Now instead we get people finding ways to steam roll through/mass kill trash (making BRD/BLM the preferred classes) with no additional reward other than to get it out the way faster. They need to bring back locked coffers to offer alternative ways to get items, like in the beastmen strongholds.
    (4)

  3. #3
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    The only dungeon I got the chance to run was Shposhae (or however the place was spelled), but I also never got too far since I only played with at most 2 other people and I didn't really make a good tank at the time (Played GLA...Bad idea.)

    As it stands, though, it would be nice to have something like the dungeons again. Maybe have them be ways to get the Philo tome items again with a slightly better rate than hoping for dungeon drops.

    Yes, I do want better ways to get them than random drops against 3 other people and GC seals where you need 22500 seals just for the 9 you need to make something, why do you ask?
    (1)

  4. #4
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by GaiaGuardian View Post
    enemies above cap level
    Was not dungeons only, even open world mobs could be above the level cap, there were mobs exceeding level 90 in Coerthas and Mor Dhona and they couldn't be solo'd. Practically, however, the level of mobs in level 50 dungeons is higher than 50 (you can actually notice this when spiritbinding, you can't SB i70 crafts with the first level 50 dungeon mobs very quickly, but try the mobs in higher ilvl dungeons and you see your SB percentage raising much faster, this is because they give more EXP for being of higher level), you need stronger gear to defeat mobs in Hullbreaker than in Castrum, for example.

    Odin has a level cap of 60, but Odin only gets this special treatment because of how his power varies based on wins and losses, giving an indication to players.
    (0)

  5. #5
    Player
    Ruri's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,671
    Character
    Ruri Valeth
    World
    Balmung
    Main Class
    Reaper Lv 100
    In 1.0 they had to make the dungeons more complex and challenging since there were only 4 of them (I think). But I do remember it was fun figuring out how to speed run them to get the extra chests to pop everytime.
    (0)

  6. #6
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Only the open world dungeons were mazes with no goal room.
    Every instanced dungeon, except Toto-Rak, was a linear path dungeon. They were just bigger.

    Example 1.0 Aurun Vale:



    (2)

  7. #7
    Player
    Brine_Gildchaff's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    380
    Character
    Brine Gildchaff
    World
    Malboro
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Felis View Post
    Every instanced dungeon, except Toto-Rak, was a linear path dungeon. They were just bigger.
    What was Toto-Rak like, then? I was one of the people who listened way more than I should have to negative reviews and never touched 1.0. (That and I have a general nervousness about subscription games; it's only now that I have my own income and have a game I actually want to spend money on each month that I've even touched one.)

    The open-world Satasha above looked pretty neat, but I'm wondering... what's actually the difference then, between 1.0 Satasha and an area on the map (say, the Eastern Shroud)?
    (2)

  8. #8
    Player
    Pandastirfry's Avatar
    Join Date
    Aug 2011
    Location
    Under a pile of rubble that was Ul'dah
    Posts
    586
    Character
    Meneyota Kunyaa
    World
    Hyperion
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Brine_Gildchaff View Post
    What was Toto-Rak like, then? I was one of the people who listened way more than I should have to negative reviews and never touched 1.0. (That and I have a general nervousness about subscription games; it's only now that I have my own income and have a game I actually want to spend money on each month that I've even touched one.)

    The open-world Satasha above looked pretty neat, but I'm wondering... what's actually the difference then, between 1.0 Satasha and an area on the map (say, the Eastern Shroud)?
    Toto-rak looked the same, pretty much played the same....but took longer

    as to Shopshae and Satasha, and 1.0 Tam-Tara and Copperbell mines.....calling those "dungeons" is stretching it. They were zones, nothing more, that and only Shaposhae had anything in them (the plundered gear) which you got by farming keys off anything in the area (certain mobs dropped certain keys, but nothing was that hard to kill) and there were a few NMs that dropped mid lvl gear otherwise they were just winding zones that had 2 nms, and a local leveguest giver which never had you go to deep in them. in the end They were mostly ghost towns a few months after release.

  9. #9
    Player
    Brine_Gildchaff's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    380
    Character
    Brine Gildchaff
    World
    Malboro
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Pandastirfry View Post
    as to Shopshae and Satasha, and 1.0 Tam-Tara and Copperbell mines.....calling those "dungeons" is stretching it. They were zones, nothing more, that and only Shaposhae had anything in them (the plundered gear) which you got by farming keys off anything in the area (certain mobs dropped certain keys, but nothing was that hard to kill) and there were a few NMs that dropped mid lvl gear.
    ... We had this back in Mabinogi, an underground zone where mobs had a random .0001% chance of dropping a key that could be used to open one of an absurd number of chests just sitting exposed in a couple rooms. And occasionally you'd stumble on a salamander, a demon, or if you really annoyed the RNGods you might bump into an Ifrit; the response to all three was to run the hell away. It was so annoying and grindy that even the game itself simply called it "Ant Hell".

    ... I suddenly feel much less bad that I missed out on them.
    (1)

  10. #10
    Player
    BobbinT's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    1,523
    Character
    Bobbin Threadbare
    World
    Masamune
    Main Class
    Thaumaturge Lv 90
    lol

    Toto-rak are way different back then. While map are exactly the same, the path doesn't. Since there's no "jumping" in 1.0, party have to traverse to correct path to unlock blockage. Wrong turn will make you fall into unjumpable step which might lead to retracing your steps and losing your time, or worse... forcing players to end up on alternate final boss that doesn't give full reward.

    This is the map showing how complex the route players have to take. I sometimes still have to open maps for them:



    As you can see, the true final boss are located on the northeast ones. Players can still make wrong steps and end up on alternate 2 bosses. And those red arrow markings on map are one way trip. lol
    (8)

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