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  1. #26
    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 Zumi View Post
    Was playing some FFXI today with the free week went into Outer Ra'Kazanar (open world dungeon). This the kind of dungeon design people want?

    map
    That actually looks like a lot of fun, something to get a party with and explore, fighting your way through. With FFXIV's environment details (some of XI's dungeons were bland due to graphics limitations), I bet SE could make it look good as well.

    Quote Originally Posted by skaterger View Post
    However, they need to be instanced if not it will be like hunts ver 2.0 all over again.
    How so? Hunts were a problem due to ease of both getting to the mobs, as well as taking them out. In literally 20s of a call out, the group could get to the mob and kill it. If the dungeon was large enough, it wouldn't be a one second free gear fest hunts turned out to be.

    How did XI and XIV 1.0 (heck, even WoW's "dungeons" like the whole dwarf area in Burning Steppes, the area in Hinterlands, and the various cave systems through out the game) avoid the problem (I assume XIV did), yet XIV 2.0 can't?

    Quote Originally Posted by Andres_Lonegrief View Post
    People still wipe at Aurum or Stone Vigil, but everybody can clear Hullbreaker without the slightest ounce of effort.
    Because those dungeons are level synched and you can't use over gearing as a crutch to bad performance. Level 50 dungeons are not level synched so you can basically brute force the dungeons by having larger armour and health pools than the mobs were designed for, as well as take them out way faster.
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    Last edited by Magis; 09-12-2014 at 10:59 PM.