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  1. #11
    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)

  2. #12
    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)

  3. #13
    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.

  4. #14
    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)

  5. #15
    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)

  6. #16
    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)

  7. #17
    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 Duelle View Post
    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.
    Err, no. I said that WoW popularized linear scripted dungeon design. I played all the way up to Wrath of the Lich King before I quit. There were some non-linear dungeons (and they were usually the raids, not small-scale dungeons), but the vast majority were quite linear in scope.
    (1)

  8. #18
    Player
    Kaisha's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    Kaishen Commodore
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by BobbinT View Post
    This is the map showing how complex the route players have to take. I sometimes still have to open maps for them:
    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.
    (3)

  9. #19
    Player
    BobbinT's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    1,523
    Character
    Bobbin Threadbare
    World
    Masamune
    Main Class
    Thaumaturge Lv 90
    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. ^^;
    (1)

  10. #20
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    If version 1 dungeons were so much better than why did they remake FFXIV?
    (0)

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