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  1. #1
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Shared Dungeons
    These dungeons are shared by all groups who enter them. Most creatures in them are heroic and are not intended to be soloed. They are typically larger than the instanced dungeons shown in the next section.

    Wailing Caves 11-18
    Blackburrow 12-19
    Stormhold 16-30
    Fallen Gate 18-30
    Crushbone Keep 20-30
    Ruins of Varsoon 26-34
    Kaladim 30-39
    Runnyeye 31-39
    Obelisk of Lost Souls 36-48
    The Temple of Cazic-Thule 41-49
    Permafrost 45-50
    Solusek's Eye 45-52
    Klak'anon 45-55
    The Clefts of Rujark 50-57
    The Living Tombs 50-57
    The Shimmering Citadel 52-58
    The Silent City 54-60
    New Tunaria 55-65
    Sanctum of the Scaleborn 59-67
    The Forsaken City 59-67
    Palace of the Awakened 65-71
    Mistmoore Catacombs 65-71
    Castle Mistmoore 68-74
    Karnor's Castle 72-77
    Chardok 74-82
    Sebilis 76-84
    The Hole 80-90
    Kael Drakkel 90
    Skyshrine: The City of Dracur 90-95
    Sleeper's Tomb (Contested) 92-95
    High Keep: The Bloodless Incursion (Contested) 95
    Brokenskull Bay: The Pirate’s Cove (Contested) 95-98
    Ossuary of Malevolence (Contested) 99-100


    We need more of this!
    (1)
    Last edited by Nektulos-Tuor; 05-23-2015 at 11:03 AM.

  2. #2
    Player
    Potchi's Avatar
    Join Date
    Apr 2012
    Posts
    55
    Character
    Potchi Parcheep
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I will post something I posted in another topic here, just some food for thought...

    What it comes down to though is the fact that there is a great divide between the players who want the destination and those who want the journey. I will say this right now. There is nothing wrong with wanting either, it doesnt make anyone old fashioned or inferior and treat someone as such because of what they desire more is stupidity and arrogance. What I would ask of those that want the destination more though to really evaluate if the idea of socializing for a small portion of content is going to be so crippling to them that it will force them to leave the game? Is it something you can tolerate knowing that there are people who truely want this in the game and they will love having it? It's just fact that right now the game is highly tipped in the destination seekers favor? Is it truely wrong for SE to tip the scales a bit to make it a bit more balanced or is this truely intolerable to you?
    (1)

  3. #3
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    I am super happy to hear about a bit of challenge being added to open world content. The only real "open world" content that was suppose to be hard was hunting, odin and behemoth, but those are just huge zergfests. The challenge in hunting them is to be able to see them in the sea of people. Or not to crash the server.

    Hopefully, along with hard mobs, they add more difficult open world bosses that have some sort of feature that doesn't allow zergfests. Maybe they can make it so that only the group who pulls it can kill it. After someone kills the boss they should get a 24 hour debuff that doesn't allow them to challenge the boss again. This will stop people from camping the bosses 24/7, keep the kill rare(something to strive for) and make sure it's not a zergfest.
    (1)

  4. #4
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Elim View Post
    I am super happy to hear about a bit of challenge being added to open world content. The only real "open world" content that was suppose to be hard was hunting, odin and behemoth, but those are just huge zergfests. The challenge in hunting them is to be able to see them in the sea of people. Or not to crash the server.

    Hopefully, along with hard mobs, they add more difficult open world bosses that have some sort of feature that doesn't allow zergfests. Maybe they can make it so that only the group who pulls it can kill it. After someone kills the boss they should get a 24 hour debuff that doesn't allow them to challenge the boss again. This will stop people from camping the bosses 24/7, keep the kill rare(something to strive for) and make sure it's not a zergfest.
    How about.. locking it so only a certain amount of players can challenge a boss and make it a hard fight a pug cannot faceroll?

    Making them spawn randomly around the map as well, and wander too (this means you can get adds and random mobs in the fight). With unique spawn times like fates.

    I actually hate how the current world bosses are made, I dislike zerg content. It should be about traveling around a zone fighting through mobs to get to bosses. Not zerging with hundreds of players, you should get no reward for it. Not even experience.

    Things like fates that mindlessly tell you where the action is: needs to go. There should be little to no fates in the expansion. Nothing that tells you where a boss is.
    (1)
    Last edited by Nektulos-Tuor; 05-23-2015 at 11:20 AM.

  5. #5
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    How about.. locking it so only a certain amount of players can challenge a boss and make it a hard fight a pug cannot faceroll?
    I actually hate how the current world bosses are made, I dislike zerg content. It should be about traveling around a zone fighting through mobs to get to bosses. Not zerging with hundreds of players, you should get no reward for it. Not even experience.
    What you would have are a bunch of groups camping a spot and "zerging" when it appears. So same deal, but only one group of eight gets anything, and the others scream and gnash their teeth. Plenty of games have done this, but most have switched. Call it casual if you want, but we have world content that benefits more than just 8 people every 2 hours. And judging from complaints about early hunt pullers, even the FFXIV system is not totally player inclusive.
    (1)

  6. #6
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Gunspec View Post
    What you would have are a bunch of groups camping a spot and "zerging" when it appears. So same deal, but only one group of eight gets anything, and the others scream and gnash their teeth. Plenty of games have done this, but most have switched. Call it casual if you want, but we have world content that benefits more than just 8 people every 2 hours. And judging from complaints about early hunt pullers, even the FFXIV system is not totally player inclusive.
    That is because they spawn in one place. Bosses spawn (and should spawn) randomly across the map then wander around. They should NEVER be in one place or even one zone.

    There were mobs in EQ2 that were made NOT ABLE TO BE KILLED, Such as avatars and pumpkin headed horseman in EoF. These were fun encounters that you avoided because it meant instant death to ordinary players, you just avoided them because they were too tough for you. However a few guilds on the server could actually take on these monsters!

    I mean, people could kill them. However only 1-2 guilds on the server.

    Of course, I don't want just bosses like that. I want bosses all over the place.

    https://www.youtube.com/watch?v=R_CxnDenO20

    Although it looks like the tank was exploiting with the level 70 stone-skin boots a bit.
    (1)
    Last edited by Nektulos-Tuor; 05-23-2015 at 11:36 AM.

  7. #7
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Nektulos-Tuor View Post
    snip
    what you're asking for is impossible for ff14.

    if they drop useful gear unless they respawn instantly (and players don't just screw over other players) it would be impossible for all players to get gear with how progression works (every 6 months new gear replaces the old)

    the only other way would be to make these monsters useless and then you just have annoying strong monsters on the field bothering questing players.
    (0)

  8. #8
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Our current player inclusive world bosses use to crash the servers, crash peoples clients or just dc everyone on the map. I'm guessing, if we keep the same system, it's just going to happen again with new bosses. Also I personally get no joy out of mindlessly aoeing an invisible boss with 500+ players around. I don't understand how people find it fun. New bosses don't need to have a two hour spawn time(it could be less or instant), or be so hard that only a few FCs can kill them(although I'd be down for that). There just needs to be some sort of player limit and a 24 hour(or so) lockout after killing it so everyone can get a slice of the pie.
    (0)

  9. #9
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Elim View Post
    Our current player inclusive world bosses use to crash the servers, crash peoples computers or just dc everyone on the map. I'm guessing, if we keep the same system, it's just going to happen again with new bosses. Also I personally get no joy out of mindlessly aoeing an invisible boss with 500+ players around. I don't understand how people find it fun. New bosses don't need to have a two hour spawn time(it could be less or instant), or be so hard that only a few FCs can kill them(although I'd be down for that). There just needs to be some sort of 24 hour(or so) lockout after killing it so everyone can get a slice of the pie.
    That is why having multiple and different bosses with random respawn times and locking them down so only a couple can challenge them AND making them hard is a viable option. You can also place them DEEP within a contested dungeon so players have to fight all the way down to them.

    You seriously though need to get rid of the idea that everyone should be able to challenge all bosses. It should be hard to beat them.

    However there should be different bosses that spawn everywhere! Not just one boss! 30 bosses!
    (3)
    Last edited by Nektulos-Tuor; 05-23-2015 at 11:50 AM.

  10. #10
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Nektulos-Tuor View Post
    You seriously though need to get rid of the idea that everyone should be able to challenge all bosses. It should be hard to beat them.
    Don't get me wrong. If I had it my way, the bosses would be extremely hard to beat. You'd be hardpressed to meet people who beat them - like it was with some of the SWTOR world bosses back in the day(10 stack dreadtooth, anyone?). But I don't see that happening in this game. For some reason this game has a lot of people who don't want any challenge, and they look down on people who like challenge. So it's easier imo to meet people half-way.
    (0)

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