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  1. #1
    Player Zaft's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    703
    Character
    Leo Strut
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Darra View Post
    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.
    Spells that do not deal immediate damage cannot miss. Bio and Bio II cannot miss.
    (2)

  2. #2
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by lololink View Post
    -HM Alexander gear are dyable and stronger than the normal version but the model is the same.
    About a month ago I guessed that this was going to be how the Alexander HM gear would be different.
    (1)

  3. #3
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by lololink View Post
    Dungeons :

    -They are planning a new kind of content where you will feel lost, a lot of players might enjoy these.
    This makes me very happy, but time will tell.

    Ty for the info, 4th interview i read today lol.
    (4)

  4. #4
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    -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.
    (7)

  5. #5
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,615
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by MageBlack View Post
    -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.
    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.
    (4)

  6. #6
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Airget View Post
    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!
    (1)

  7. #7
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Airget View Post
    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.
    (0)

  8. #8
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Airget View Post
    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.
    (1)

  9. #9
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by lololink View Post
    Until the very end there will be patches, maybe even during early access, we never felt that way since the launch of ARR but we will definitely give you something as big as an average RPG.
    Average? I want a SPECTACULAR RPG!
    (1)

  10. #10
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    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.
    (2)

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