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  1. #1
    Player
    fortuona's Avatar
    Join Date
    Jul 2015
    Posts
    42
    Character
    Fortuona Paendrag
    World
    Malboro
    Main Class
    Black Mage Lv 60

    Will we ever see group content that isn't a dungeon on rails?

    any kind of system where different sized groups could tackle content as they saw fit instead of being lead down a corridor with trash packs then a boss over and over?

    how about a dungeon-type area with many different objectives, some that could be done with small groups or even solo for incremental progress, larger encounters for bigger groups, exploration and pathing decisions, etc.

    as it is now, you get that one first experience of a new dungeon/primal/raid, but the areas are all completely homogenous and the background is merely pretty decoration. i'd settle for much blander environment with more engaging content within any day.
    (31)

  2. #2
    Player
    Adventica6's Avatar
    Join Date
    Jun 2015
    Location
    Lower Jeuno
    Posts
    413
    Character
    Lost Tales
    World
    Diabolos
    Main Class
    Machinist Lv 80
    fates and hunts want to say hello to you.
    (8)

  3. #3
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    How about a dungeon builded up as a maze. With secret chambers and moving stairs.
    (11)

  4. #4
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    I craft and gather with a partner, a million times easier and more fun and pleasant and calm. Not having group content isn't excuse to not group up and do content.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Adventica6 View Post
    fates and hunts want to say hello to you.
    Really doubt these are a solution for the above problem unless the OP is actively seeking similar forms of disappointment. That said, the FATE concept, not in its current implementation, could probably answer the second line in part...

    The closest idea I can think of to what you're asking is to be released into a middle of a 'dungeon area' rather than a dungeon itself, in which there a numerous mini-zones, each with related gauntlets/timed encounters or runs/boss fights that slightly interconnect through a mixture of consistent (say, having a boss charge into a tower at the edge of his arena gives you a shortcut to another zone as it falls onto a nearby wall - though perhaps you can only aim his near-death enrage charge at one such structure) and random triggers (bosses give one of several buffs upon kill, each exceptional against another certain fight or set of fights, making a single completion path unreliable)? Perhaps instanced, perhaps not, perhaps even a mixture - though it would take a while to hammer out all issues with mixed- or non-instancing.
    (5)

  6. #6
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Felis View Post
    How about a dungeon builded up as a maze. With secret chambers and moving stairs.
    The reason they moved away from this is due to the expectation of what a dungeon is. World of Warcraft used to have Mauradon, which had multiple entrances into different sections that were all connected to a central hub. Directionally challenged players had a very "fun" time finding their way to where they needed to be and I know one elderly Guild Leader I had could never find his way around.

    I know I'd like to see group oriented zones again like in Final Fantasy XI, if not for simply allowing gatherers and combat jobs to work together for once to gather goods and get cool treasure, but that just doesn't seem like a direction the development team is going to take anytime soon.
    (3)

  7. #7
    Player
    Fated's Avatar
    Join Date
    Jun 2011
    Posts
    1,154
    Character
    Fated Erskine
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Everytime I see one of these topics, I'm reminded of what people wanted out of the original FFXIV and what they were given.
    (5)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  8. #8
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    I highly doubt we'll see any sort of unstructured instanced content, it doesn't really seem a part of their design philosophy. The closest I could think to one in FF was back in FFXI, there was a dungeon called the Sacrarium that you had to navigate and every in game day the walls would shift, forcing you to change the route you took each time, fortunately you only ever needed to go through there once.
    (0)

  9. #9
    Player
    Alipoprocks's Avatar
    Join Date
    Mar 2013
    Posts
    456
    Character
    Sam Witch
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    OP, that's what the game was like in 1.23 and until ARR.
    (4)

  10. #10
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Colt47 View Post
    -
    Blackrock Depths was my favorite, waaay back in the day. Large open plan Dungeon with trash packs that required crowd control (or an amazing tank) and intelligent pulling.
    Very few PuG parties ever managed to clear the whole thing. When i got my first clear (6 levels above intended) it felt amazing, i still have the screenshot of the group i did it with.

    The problem is, the Devs are perfectly capable of making a dungeon like that.
    But the Players wont let them.

    What do i mean? Simple, Players want the biggest reward for the least time invested. Hence the speedrunning and the general view that trash mobs are pure wastes of time (even when they give great XP).
    Players these days want to get in, get their loot/currency and get out so they can go back in and get more loot/currency.
    Generally speaking, Players don't want long Dungeons unless the reward for doing it is significantly better than any of the shorter Dungeons. But even then, Players will math out the most efficient dungeon for xp per hour and everyone will do that.

    I love dungeon crawls. Fighting my way through a Dungeon packed to the gills with nasties, trying to find my way through the labyrinth of corridors and tunnels and even just attempting to locate the boss is all fun to me.
    But whats fun for me is the most boring drudgery you could ever inflict upon certain others.

    I made a post a while back, several i think, about making a kind of randomly generated dungeon (layout, tileset, monster types even bosses on utilizing completely random mechanics from other bosses) whose difficulty in ilvl scaled higher per "floor" you clear.
    I know i would spend all day in such a thing, as my would my FC mates. But unless you put some raid quality gear in there, not many others would be interested because "it takes too long for too little reward"

    TLD;DR, Devs can make better dungeons, but players dont want them. They want short, sharp highly rewarding runs they can blast through.
    (17)

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