-They are planning a new kind of content where you will feel lost, a lot of players might enjoy these.
I hope this means some sort of procedurally generated dungeon/area.
-They are planning a new kind of content where you will feel lost, a lot of players might enjoy these.
I hope this means some sort of procedurally generated dungeon/area.
Bio and Bio II can not miss because they don't have an upfront damage component to them, unlike Miasma, Miasma II, and Aero. Because hit is calculated based off initial potency, Bio and Bio II always have 100% hit.Name for me the 3 skills that ignore ACC requirements. I as a scholar have noticed the following spells miss: Bio, Bio 2, Miasma, Miasma 2, Energy Drain, Aero (cross class), Ruin and lastly Ruin 2. That leaves Shadow Flare which doesn't seem to show tick damage or hit/miss messages on screen so I'd be most interested in where these other 3 spells that ignore accuracy requirements are.
Shadow Flare always hits as well (as long as the enemy stays within the AoE) since it's calculated much like Bio and Bio II (just in AoE form). It has no upfront potency for hit to be calculated with.
Bio and Bio 2 do not miss ever. He's wrong with having 3 dps skills that ignore ACC as it's only them two. Unless you include shadowflare but I'm not.Name for me the 3 skills that ignore ACC requirements. I as a scholar have noticed the following spells miss: Bio, Bio 2, Miasma, Miasma 2, Energy Drain, Aero (cross class), Ruin and lastly Ruin 2. That leaves Shadow Flare which doesn't seem to show tick damage or hit/miss messages on screen so I'd be most interested in where these other 3 spells that ignore accuracy requirements are.
It doesn't have to be exactly that, XI actually had a gimmick dungeon with a feature that could make people feel lost.
It was during CoP Chains of Promanthia. The area was called Sacrarium and basically at the near entrance it had a maze which changed each game day, and while the patterns were linear in terms of x day=y pattern it did create a little mystery as players had to discover all the routes to get from point a to point b in each variable.
So they could do something similar in 14 where areas move around and change or areas are closed off/paths changed based on certain variables and until people learn all the variables they will be lost in their ability to always find point a.
Even that would be cool. Procedurally generated stuff only has so many combinations anyway but I like the idea of a dungeon that will be different depending on how its run or whatever you wanted to make the catalyst. Either way, this sounds cool!It doesn't have to be exactly that, XI actually had a gimmick dungeon with a feature that could make people feel lost.
It was during CoP Chains of Promanthia. The area was called Sacrarium and basically at the near entrance it had a maze which changed each game day, and while the patterns were linear in terms of x day=y pattern it did create a little mystery as players had to discover all the routes to get from point a to point b in each variable.
So they could do something similar in 14 where areas move around and change or areas are closed off/paths changed based on certain variables and until people learn all the variables they will be lost in their ability to always find point a.
Yah this sounds like a potentially cool idea to keep dungeons a bit fresh.It doesn't have to be exactly that, XI actually had a gimmick dungeon with a feature that could make people feel lost.
It was during CoP Chains of Promanthia. The area was called Sacrarium and basically at the near entrance it had a maze which changed each game day, and while the patterns were linear in terms of x day=y pattern it did create a little mystery as players had to discover all the routes to get from point a to point b in each variable.
So they could do something similar in 14 where areas move around and change or areas are closed off/paths changed based on certain variables and until people learn all the variables they will be lost in their ability to always find point a.
Heh, that was exactly what I was thinking when I read the bit about being lost. A dungeon that changed its layout depending on the time of day in the game would be interesting. I get this image in my head of the boardgame Mousetrap being made into a dungeon, with the board cut up into squares that shift and slide and move up and down as you try to navigate it. I want to see a temple with an Indiana Jone death ball rolling along just before a boss, and anyone who gets hit is dragged to the boss room stunned, at low HP, and debuffed until the rest of the pt gets there and engages the monster.It doesn't have to be exactly that, XI actually had a gimmick dungeon with a feature that could make people feel lost.
It was during CoP Chains of Promanthia. The area was called Sacrarium and basically at the near entrance it had a maze which changed each game day, and while the patterns were linear in terms of x day=y pattern it did create a little mystery as players had to discover all the routes to get from point a to point b in each variable.
So they could do something similar in 14 where areas move around and change or areas are closed off/paths changed based on certain variables and until people learn all the variables they will be lost in their ability to always find point a.
After reading and "listening" the interview, Yoshi says clearly that this new content where we will get lost, is not an instanced dungeon, on the other hand the ffxi area Airget used as example was an open world dungeon (semi instanced because it required a zone, but free to enter for all), i'm not saying this will be the case, but i'm out of better ideas.
Also, for the nostalgia feeling, these minotaurs dooming you in every wrong turn of that labyrinth in Sacrarium... epic.
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