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Thread: Dungeons Raids

  1. #1
    Player
    Allistar's Avatar
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    Mar 2011
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    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90

    Dungeons Raids

    Why not have 4 levels with multiple branches, instead of just 4 levels...I feel by doing branching levels gives the dungeon raids a lot more playability and probably encourages more people to play these raids. And it also gives the developers to add even more rewards to the dungeons, maybe multiple gears varying stats, so we have more options of what to wear...(and no I'm not referring to normal gear drops vs savage gear drops) could be done for both versions.
    (1)

  2. #2
    Player
    Edellis's Avatar
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    Dec 2013
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    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    What are you even talking about? CT/Sycrus/WoD are only 3 different raids, and technically they each have 3 "levels" to them.

    The problem with branching is 1) it requires more development, 2) it defeats the purpose of having 3 parties, and 3) It's very likely that people will find the most efficient path and grind it out anyway


    I'm all for dungeons having multiple clear paths or alternate means of getting to the end, but i dont know if Raids are the best place to do that.
    (0)

  3. #3
    Player
    AdamFyi's Avatar
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    Feb 2014
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    Adam Fylrmyn
    World
    Siren
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    White Mage Lv 80
    Quote Originally Posted by Edellis View Post
    I'm all for dungeons having multiple clear paths or alternate means of getting to the end, but i dont know if Raids are the best place to do that.
    I think what he means is that there are branching paths - each with their own specific loot. Something like.. one path has one boss with high difficulty while another has multiple bosses with lowered difficulty, but they all retain their pros and cons. Maybe one side requires more team coordination, and one side requires more individual awareness. Loot distributed has differing stats. Such as one side giving stats that focus more to Critical Hit and another favouring Spell/Skill Speed. I could be wrong though. The OP was very confusing.

    Edit:

    The OP is talking about raids such as BCoB and Alexander, and not from the CT series.
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    Last edited by AdamFyi; 06-19-2015 at 03:47 AM.

  4. #4
    Player
    Emstidor's Avatar
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    Mar 2012
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    Ul'dah
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    Character
    Emstidor Diabolos
    World
    Excalibur
    Main Class
    Monk Lv 71
    The devs already tried something like this with Turn 2, and back when it was relevant content the playerbase found a single optimal path and stuck with that one constantly. Branching paths sound cool in theory, but in practice rarely work out as intended, and thus lead to development time that could've been successfully applied elsewhere.
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  5. #5
    Player
    Allistar's Avatar
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    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Actually what I mean is...branching paths that all lead to the end boss...not either take this path or that path or the most optimal path...need top clear all paths on a single level to get to the final boss...not like we have it now with CT/ST/WoD where you just go up a floor beat trash mobs go to next floor main boss for that floor get gear...rinse repeat for next 3 levels..
    Alexander has 4 level/floors...each of those floors have 3 branches that take you to the boss...but you must defeat a mini boss from each of those branches to get the main boss on that level to acknowledge your presence...there are gear drops from each of those branches but they are all equal just with different stats, but the drop from the main boss is your weekly lock-out gear. And we could tie in each level with the same weekly lock-out...so each week you do a different level but you can also replay the level before as well.
    So essentially you get a different run each week for a month until you repeat the passed floors...instead of running the same 4 floors everyday for a week until reset.
    (0)
    Last edited by Allistar; 06-19-2015 at 04:16 AM.

  6. #6
    Player
    Natsuki's Avatar
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    Jan 2012
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    Character
    Fusa Furukane
    World
    Ragnarok
    Main Class
    Archer Lv 80
    Quote Originally Posted by Emstidor View Post
    The devs already tried something like this with Turn 2, and back when it was relevant content the playerbase found a single optimal path and stuck with that one constantly. Branching paths sound cool in theory, but in practice rarely work out as intended, and thus lead to development time that could've been successfully applied elsewhere.
    I suddenly wonder how many players actualy how ROT works xD all i ever saw on my server back then was enrage parties
    (0)