Well done on a great game and great patch. however there is something I want for heaven's ward.
Real World dungeons FFXI style. Please!!!!!!! they were so much fun.
Now you've got the player base please start thinking more FF and less wow
Well done on a great game and great patch. however there is something I want for heaven's ward.
Real World dungeons FFXI style. Please!!!!!!! they were so much fun.
Now you've got the player base please start thinking more FF and less wow
I'd love to see open-world mobs with more mechanics that simply "circle attack!" or "cone attack!".
And an open-world grind with replay value.
Dynamis-gridania/limsa/ul'dah . . . >.>
I 100% agreeI love to see more then the standard Cone/circle attack.
It dosn't feel like the boss is different from the other boss's.
Can anyone explain exactly how these worked, briefly? They sound interesting, but who gets to participate, how often, are there resets, etc? Would be nice to have this information in a discussion about them.
Basically they were entire zones or portions of zones that contained harder monsters, were more difficult to get through, and generally contained some notorious monsters with random/long respawn timers that dropped good loot.
Personally I don't see how it would work for this game since it isn't going to support notorious monsters past hunts as far as I can tell. For the most part in ffxi people used them for grinding exp and then never went back for anything aside from quests and notorious monsters.
It worked ok in ffxi because notorious monsters could only be claimed by a single party at a time so long respawn timers were enough to keep the gear they dropped from being overabundant.
The only way it would work is if it were setup like certain parts of endgame dungeon areas where you would farm regular monsters for force-pop items and then use those items to spawn bosses at particular locations that dropped good loot. Aside from the farming pop items though we essentially already have this within instances for ffxiv.
The most annoying thing about it being open world was that only 1 group could fight the bosses at a time (generally in an 18 person alliance) so often if you were on a more crowded server you had to wait for another group to finish or take turns.
Last edited by DoctorPepper; 12-05-2014 at 06:39 AM.
Just wanted to add that SE decided to use forced spawn NMs after wotg, as you say this is the system ffxiv would have to use, anyway Yoshida said that they were looking into it, to implement open world dungeons in a way everyone could play them w/o being locked out.
these hate responses are getting old, ppl will keep comparing it with what they know, and they shouldn't be criticized, the same way a wow player shouldn't be criticized for using wow as reference. And just so you know, before ffx the saga has been well known for having a high degree of freedom on a limitless open world.
Last edited by Renik; 12-05-2014 at 07:15 AM.
If we try to put in a competition when it comes to loot or 'rare' glamours in FFXIV via open world content, it will ultimately fail unless it's via fate/hunts.
You don't get drops from just damaging a mob. If you're not there first, you're screwed, and I don't feel like going through an archaic process that should have died the first time it came up.
Why should a dungeon be allowed to have people /sit/ there and wait for the conditions to be done by other players so it can just be pulled while x players use one of their aoe skills to auto pull this rare mob? This is what happened in 1.0, and it happened in every single mmo that had this content. Why bother?
Basically they were maps kind of like Copperbell, Haukke and Qarn, but they were open to being explored and weren't as linear, they had side rooms and stuff where you'd find notorious monsters that dropped gear with special stats.
The monsters inside were tougher than in the open world usually taking a party to get through them (or being way over the dungeon's level). You'd usually go into them for quests to retrieve items or beat quest monsters.
But there were also treasure coffers which needed a key to be unlocked, you'd find they key by killing the monsters in the dungeon and then go find the chest. And you'd get stuff like 5-10k gil and maybe some rare crafting materials or a map of the area.
At the end of the dungeon there was something called a burning circle. If you brought an item with you for the burning circle you could take on a variety of bosses which would drop extremely rare items, some of the best spells or some very powerful weapons.
Some of the dungeons also had puzzles or mechanics you had to solve like pulling levers in the right order or doors that needed a key that dropped from monsters in the area or obtained through quests or mini-quests in the dungeon.
If you want to look into them yourself some of the dungeons I'd recommend searching would be the palborough mines (FFXI's Copperbell), the temple of uggalepih (FFXI's wanderer's palace), the quicksand caves (FFXI's Qarn), Castle oztroja (can't think of a comparison) and ghelsba outpost + yughott grotto (kinda FFXI's brayflox longstop).
Last edited by Cabalabob; 12-05-2014 at 07:04 AM.
how does open world dungeons exactly is 'FF like', this isnt FF 11, this is FF14, its own game, I rather see FF14 become its own thing entirely and ignores FF11 in the dust.
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