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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
    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)

  6. #6
    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)

  7. #7
    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)

  8. #8
    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)

  9. #9
    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)

  10. #10
    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)

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