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  1. #31
    Player
    skaterger's Avatar
    Join Date
    Mar 2014
    Posts
    455
    Character
    Joanna Selenia
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Magis View Post
    As I said, the extreme ease of hunts had people gravitate toward them. The ability to get almost BIS gear (and for certain slots, indeed BIS) for basically no effort made them hugely popular. The ability to get to a hunt mob, and kill them in less than a minute allowed for the mess to happen.
    Extreme ease of hunts? Its only easy BECAUSE the whole server is there when it spawns. No matter how much hp you put on a boss (see odin), it will still die in a matter of minutes at most if there is no way of limiting the number of people in it. From a pure fun factor, it is terribly boring to spam medica and flash on a tank. Yoshi even mentioned that open world dungeons are undesirable because it would be impossible to design a fight if there are hundreds of people fighting them. Mechanics are totally ignored and every fight would become a tank and spank. At this point, it would no longer become a dungeon run but more like an open world boss, and what different would it be from an s rank hunt or odin? It's patchwerk all over again, but this time with a disappearing boss and mass dc.


    Quote Originally Posted by Magis View Post
    Wait so in the above quote you say that everyone would be doing them, but in this quote you said no one did the WoW ones because there was instances? I never said to remove instanced dungeons, rather add more open world ones on top of that. You know... more options so that you don't get a "do either this if you are casual or that if you are hardcore" scenario. People went in there to get crafting materials (ie ore nodes) and some involved rep grinds (the whole Netherdrake mine in the TBC) as well. The same was for XI, it wasn't just to get some item at the end. You can do a lot more with an open world dungeon than an instanced one which is usually just "kill bosses for shiney". Anyway, after vanilla there was no BRD style dungeons ever again (well, I stopped at the end of TBC, maybe they added one later?).
    I think you are confusing between dungeons and open world. When you mention the netherwing mines, those are open world areas no different from the ixali camps in coerthas or zanrak in southern thanalan. Open world mobs? Check. Elite mobs. Fate bosses. Check. Ore nodes? Mining and Botany nodes. Check. Rep grind. Check. Another example is the Isle of Quel Danas at end of bc. That had a quest hub for dailies to grind for shattered sun rep, a 4 man instanced dungeon and sunwell plateau which was a raid. Let me repeat, there were never any open world dungeons outside of instanced ones in Wow, not even close. Also, instanced dungeon as it stands caters to both casuals and hardcores. Casuals in difficulty so they can have fun, at the same time hardcores need to do them for tomes (hunts aside). Making them open world would make them more exculsive, rather than inclusive, if anything.

    Quote Originally Posted by Magis View Post
    There are alternatives to most items (relic and trials in case of weapons, hunts, and coil), this would be just another.
    This game has vertical progression which does not follow XI at all.
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    Last edited by skaterger; 09-14-2014 at 03:33 AM.