
I'm getting some FFXI Salvage vibes from that pic.
I wouldn't mind some new endgame content that took cues from both. One dungeon with multiple routes that can be taken through it, which affects what you come across, and what may end up in the loot pool.


Well... the old Dzemael/Aurum/Cutter's need all mini treasures looted or you'll miss the chance of special chest popping at end of final boss fights. Bard/Archer are usually in charge of nabbing these loots, not to mention if party's doing speed run will make the looting job harder having to sync with party progress. And another special chest will only pop if speed runs achieved.
Aurum Vale alone are really pain in the ass since the moment player entering the toxic area, fumes already depleting your health at quite alarming rate and forcing players to reach red/blue berries so that they gain temporary immunity from toxic fumes. And 2 WHMs need to time their AOE-regen not to overlap since party will not survive reaching berries without those. Oh, and mobs will always chase you once you aggro them, forcing players especially BLMs to AOE-nuke them really fast while in toxic zones. In short, every party member need to really work together on this dungeon. Oh... and toxic puddles are a big NO. lol
At final boss, all BLM had to change to MNK and WHM get ready to AOE-regen again since boss zone are also toxic-fume zone. The key here is to have MNKs fast pounding Marlboro before players succumb to the toxic damage. And regen only even out the toxic damage to boot, making healing really tough.
The major cryout for this dungeon are forcing dps having BLM/MNK and properly geared. DRG are useless most of the time here. The only time I notice DRG shines is at Nael van Darnus fight since he's more susceptible to pierce attacks.
Then what happened in ARR? Toxic zone no longer depleting your health unless you step in the puddle. Mobs only chase you short distance before aggro resets. Berries mechanic are moved to boss battle. Marlboro still roughly similar battle with no toxic fumes, though instead it will give players debuff status requiring players to eat berries and it giving births to mini marlboroes (don't remember 1.0 version doing that). But the dungeon still poses great challenge since it's light party instead of full, and don't have ability to change jobs in dungeon anymore. lol
Think not alot of ppl like 1.0 version of dungeons though. ^^;
I remember doing XI salvages. Think they're not even close with what 1.0 dungeon offers. ^^;



If version 1 dungeons were so much better than why did they remake FFXIV?



So sorry to ruin your joke, but Throium, Thallium, Palladium, Mercury, Uranium, Tungsten, Gold, Plutonium, Platinum, Osmium, Iridium.. are all more dense than lead (and that's not even a complete list as I ignored most man-made and/or theoretical elements and maybe a few natural elements besides).
:P
But you didn't ruin my joke. I just picked a heavy metal most people would recognize as dense. Which her statement reeked of.So sorry to ruin your joke, but Throium, Thallium, Palladium, Mercury, Uranium, Tungsten, Gold, Plutonium, Platinum, Osmium, Iridium.. are all more dense than lead (and that's not even a complete list as I ignored most man-made and/or theoretical elements and maybe a few natural elements besides).
:P
Also
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Last edited by Yoninxi; 08-01-2014 at 06:37 PM.



No, I completely got the point. I was just having fun with it.
Yep, the "Speed Run" crowd is obnoxious. I can't stand them. And it's not even just faulty game design; people would speed run anyway because people nowadays are incredibly impatient. Everything has to be done now now now now now. If it takes 5 minutes longer than they expect, it's not good enough (once, I actually had a tank abandon a low-level Tam-Tara before the first boss because the "DPS wasn't fast enough").People don't want time consuming or exploration. They want the quickest and most efficient way to get to the end goal as possible. It would end up a ghost town meant for premade parties and random niches of people to go for the sake of novelty. Everyone else would be off speed running the latest dungeon for maximum tokens to get the best gear possible so that they can spend more time AFK'ing around RT.
I really wish I would have played 1.0.. even if it was during the 1.2x time period. It actually makes me sad because the game actually looks interesting.Actually, they said just recently once 1.2x was out subs tripled, even in the Pay to Play period, so 1.0 was a failure, 1.x wasn't - It's why some of the original story of 1.x still exists even though most of the other stories take place "after the fact" and as if you've never set foot into eorzea before.
Last edited by TheRogueX; 08-03-2014 at 11:25 AM.


Because dungeons weren't something bad from 1.0 beside the repetition of Aurum Vale and Cuter's Cry for end game gear (Darklight). Is were the vast open zone that make ppl lag a lot, the copy/paste maps, the battle system, the servers and probably others stuff.
I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.


The content design was never the problem in XIV 1.23+.
The issue was the lack of it there was not enough, and then comes into play the issues with a engine that did not work for mmos, combat system, copy paste world.
Crafting, gathering, progression, gear design (stats), and dungeon design were all vastly superior in 1.X compared to 2.X.
Dungeons in 1.X blew away 2.0s issue it how long it took them to make 1 and how few of them they are.
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