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  1. #1
    Player
    Pyreflye's Avatar
    Join Date
    Dec 2013
    Posts
    240
    Character
    Nugget Highwind
    World
    Behemoth
    Main Class
    Lancer Lv 50

    Dungeons With an Emphasis on Puzzles and Traps?

    Am I the only one who would love a dungeon or two with an emphasis on these things?

    I haven't played every Final Fantasy game, but those that I have played have had some kind of puzzle element (Cloister of Trials, for example)


    Starting out with puzzles.

    I'm sure I'm not the only one who would love to see dungeons with puzzles that are required to finish to proceed.
    Puzzles that require each player to do certain actions/interact with certain objects to complete.

    It would add a very nice change of pace from the usual run to trash , flare trash, run to boss, run to more trash, flare ALL the things, finish dungeon.
    It does get kind of tiresome after a while.

    Adding puzzles would be great, in my opinion. Actual puzzles, not the silliness from Qarn which is just "This pedestal has a picture of a helmet, which item will you use? The fruit, helmet or flame?!?!".
    Yeah...Real brain teaser.

    To prevent the puzzles becoming boring and easy, the solution could be randomized each time you enter. Stopping puzzle speedrunning
    ______________________________

    Now, on to traps.

    Actual traps, not just a extremely obvious spike hanging on the room (Looking at you, halatali)
    You know, traps that are there to guard valuable items.
    Traps that you can easily miss if you are not paying attention.

    You know, you see a long hallway with a large chest at the end of it.
    You won't know it your first time there, but that hallway is laden with traps.
    Spike pits, fire spitters, false floors, *insert another generic trap here*. The possibilities are only barred by your imagination.

    And, not traps that give a telegraph.
    "Oh, you made a mistake! Here, have 3 seconds to avoid this glowing orange circle"
    Proper traps should be "Oh, you didn't see that this trap was here? Here, have a fireball to the face".
    ______________________________

    What do you think about puzzles and traps in dungeons?

    Maybe I'm just sick of running from trash group to trash group, to boss.
    Sure, each boss and environment is different, but boil them down to the bare basics, and each dungeon is essentially the same routine.
    (11)

  2. #2
    Player
    Amelia_Pond_Behemoth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,112
    Character
    Violet Baudelaire
    World
    Goblin
    Main Class
    Dark Knight Lv 83
    I'd be for this. After all, solving puzzles is what true gentlemen strive for.
    (3)

  3. 09-11-2014 05:08 PM

  4. #4
    Player
    Pyreflye's Avatar
    Join Date
    Dec 2013
    Posts
    240
    Character
    Nugget Highwind
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Sergy View Post
    Trolls will just activate those traps and spoil everyone's day. Good job.
    Can't deny the addition of potentially fun content just because of the chance that trolls will make it tougher.

    Trolls are gonna troll, no matter what is in a particular dungeon.
    (5)

  5. #5
    Player
    Saseal's Avatar
    Join Date
    Aug 2013
    Posts
    1,110
    Character
    Saseal Korei
    World
    Coeurl
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Sergy View Post
    Trolls will just activate those traps and spoil everyone's day. Good job.
    Trolls will pull random monsters all over or grab hate or do other annoying things in regular dungeons. Whats the difference? =p
    (0)

  6. #6
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    If they could pull it off well, I'd be all for it. It would definitely require some randomization and complexity so it takes a little more than one or two decisions to get it right. The level of complexity I'm vaguely imagining is one where you can figure it out with a little bit of logical thought, or have a fair-sized chart open on a wiki somewhere. Not something you can flat-out memorize with a few runs and then blaze through.

    A long series of very small puzzles would be cool. So would a few larger, more complicated ones. Preferably something where coordination & communication are necessary (e.g. each player gets a clue for what another player has to do, so you all have to talk to each other; but simple things that can be auto-translated).

    Traps, I dunno. I think I'd personally find them more annoying than fun. But it depends on how they're implemented, too.
    (0)
    10 posts per page is only the default setting; it is bad, and you should feel bad if you haven't changed it.
    Forum quirks and features explained: http://forum.square-enix.com/ffxiv/threads/161238

  7. #7
    Player Adler's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    241
    Character
    Adler Lett
    World
    Odin
    Main Class
    Lancer Lv 50
    Well, Sunken temple of Qarn has a "puzzle" - icons drawn on columns that show which item you need to use to activate that exact column. Some people notice it or just use Google to find out how to "solve the riddle" while others just avoid this "very hard puzzle stuff". If SE impement something more advanced than Qarn then it still will most likely have a guide in day one while there will be sea of "this is ridiculous" posts on forums from people that don't bother to read or watch guides nor are capable to solve the "puzzle".
    The trap thing. If they add traps that doesn't stop your progress by any means (for example, somebody die by triggering a trap and just respawn or get ressed then continue further) then they will be just another boring and kind of useless thing that just make dungeon more annoying each time you repeat it. If they add traps that can literally stop your progress in any way - sea of tears in forums again "I am leaving this game", "This have gone too far", "A petition to remove trap" etc.
    They could make it so that traps don't stop your progress but you might lose the loot in dungeon but that will be another reason for massive QQ.
    (3)

  8. #8
    Player
    point09micron's Avatar
    Join Date
    Oct 2013
    Posts
    102
    Character
    Turambar Mormegil
    World
    Goblin
    Main Class
    Thaumaturge Lv 50
    The bear traps in Hullbreaker still catch people all the time, despite how long it's been available. People still mess up Diabolos too.

    What would be fun though, is if the next level of Crystal Tower employed something like the Phoenix Cave and Kefka's Tower from FF6, where the parties have to open paths for each other.
    (4)

  9. #9
    Player
    Saseal's Avatar
    Join Date
    Aug 2013
    Posts
    1,110
    Character
    Saseal Korei
    World
    Coeurl
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by point09micron View Post
    The bear traps in Hullbreaker still catch people all the time, despite how long it's been available. People still mess up Diabolos too.

    What would be fun though, is if the next level of Crystal Tower employed something like the Phoenix Cave and Kefka's Tower from FF6, where the parties have to open paths for each other.
    I like that idea o_O Though some groups may end up waiting for a looooong time if their passage opening ally isn't going very well x_x But it sounds like a good change of pace
    (0)

  10. #10
    Player
    Kepling's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2
    Character
    Kotatsu Neko
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by point09micron View Post
    What would be fun though, is if the next level of Crystal Tower employed something like the Phoenix Cave and Kefka's Tower from FF6, where the parties have to open paths for each other.
    This is what the next level of Crystal Tower needs and the Atomos battle is the only thing that comes close. My experience with both CT raids is that all 3 parties tend to blend together into a mush for most of the fights, leaving some of my party members far from me(I play whm). Since I need to keep the tank alive I tend to leave these stragglers to their own and focus on my job. If each party is forced to go their own path then my party members will more than likely stay with the party.

    Unfortunately I fear that SE is correct that trying to put 24 ppl together and and expecting them to work together is just insane. A possibility could be if they tried this idea with a 16 man raid or a full party forced to split into 2 light parties to complete a dungeon.
    (0)

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