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  1. #1
    Player
    Evira's Avatar
    Join Date
    Dec 2011
    Posts
    39
    Character
    Eviro Juro
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    I really like this idea! Also having world events where a very powerful boss would decend (sorta like odin but free roaming) on a zone and crush everything in their path If not handled with strategy and skill. You would have to somehow load balance the server though so it wouldn't crash when it happened.
    (1)

  2. #2
    Player
    Klamor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    203
    Character
    Klamor Oli
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Evira View Post
    I really like this idea! Also having world events where a very powerful boss would decend (sorta like odin but free roaming) on a zone and crush everything in their path If not handled with strategy and skill. You would have to somehow load balance the server though so it wouldn't crash when it happened.
    RIFT had something like this back in its very early days. There were basically... let's call them totems for the sake of ease... that players had to activate within a time frame. This basically meant that a party would have to spread across the map, and collectively coordinate when to activate the totems. In so doing it would start an event timer, and after some amount of time a world boss would spawn in the zone. Now, in that game, it was commonplace for a party of monsters to run to the nearest town or encampment, kill the NPCs and lay claim to the area and force players to defeat them in order for the NPCs to eventually respawn... I don't expect SE to devise a scheme which would force players to have to take back an encampment, since low population zones would have issues on this front, but I don't see why they couldn't do something like this. Especially considering that FATEs are just RIFTs without the flair.
    (4)

  3. #3
    Player
    MihaelB's Avatar
    Join Date
    Feb 2015
    Posts
    827
    Character
    Mihael Blue
    World
    Tonberry
    Main Class
    Summoner Lv 70
    I feel like the suggested ideas would be great to revitalise the monotonous low level dungeon runs
    (1)
    Exorcist of Oceania Core Empire <OCE> Oceanic Tonberry FC
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  4. #4
    Player
    Amiaze's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    403
    Character
    Genevieve Mhakaracca
    World
    Goblin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Aniforani View Post
    Maybe if the party has not crossed into an area by a certain time the enemies are alerted to their presence and setup a blockade.
    I like the entire idea, but this part seems to be the most likely feature that we could see in the near future. I'd imagine that the Garleans would do something like this, since they already know who we are and know that we aren't to be trifled with. Really hoping to see these ideas implemented in future dungeon runs!
    (1)
    Winter Maintenance is coming

  5. #5
    Player
    Aoxaviar's Avatar
    Join Date
    Apr 2014
    Location
    Erozea
    Posts
    260
    Character
    Aoxaviar Issacs
    World
    Exodus
    Main Class
    Pugilist Lv 80

    Tough Breaks

    I like the basic idea behind the thread, however I also see problems for the Dev Team doing this:

    Simply - Do they spend time on creating horizontal progression dungeon content which would then increase the time between patches, or continue with the current trend.

    I would love to see this simply due to the fact that there are quite a bit of potentially unexplored areas in dungeons.

    Tam Tara (NM) had quite a bit of areas that could be explored if Miner and Carpenter were given in dungeon skills of clearing rubble and building woodworks to open up passages that were blocked. Many dungeons have this. This would be a way to add lvl 60 playability to older dungeons.

    Also, give the Rogue or Ninja an in dungeon skill for picking locks for doors that were locked the first time to open up to lvl 60 content in an older dungeons.

    The above are some simple ideas that were on the fly thoughts while typing. If you have no love for the above jobs/classes, I wasn't trying to offend.

    The above sounds easy in theory but it still requires time.

    My hope is that the Dev Team is able to expand the team overall so that way when we get to 4.0, Yoshi-P and the Dev Team will be able to to say something along the lines of:

    "During the 3.x game progression we spent some time adding people to the Dev Team who are responsible for the upgrading of 2.x and 3.x areas of gameplay. During the 4.x game progression, you will see their hard work added to the game."

    Like all things - Time always tells the real truth.
    (0)

  6. #6
    Player
    Mysteltain's Avatar
    Join Date
    Aug 2013
    Posts
    847
    Character
    Robin Icebrand
    World
    Midgardsormr
    Main Class
    Alchemist Lv 80
    I'd love to see this implemented! As MihaelB said, it would help to make the older dungeons interesting, but it may also help cut down on queue times. Especially if they put something like this in CT (hopefully with a higher chance of encountering the event).
    (1)

  7. #7
    Community Rep Zhexos's Avatar
    Join Date
    Apr 2015
    Posts
    348
    Thanks for the interesting idea! While we cannot promise such a feature can be added, we have relayed the information to the dev. team. Let us know if you have any other great ideas to make dungeons interesting!
    (13)
    Tony "Zhexos" Caraway - Community Team

  8. #8
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Is this really such an interesting (and original) insight? I applaud Aniforani (the OP) for spelling it out here. But if the Dev. team isn't already thinking in these terms, then we collectively overestimate their worth.
    I really hope this is not a fresh thought, that had to be relayed to them, by you, from the player base, but one (and a pretty basic one, at that) of many paradigms that they are constantly formulating to create depth in their (and our) game universe.
    (1)

  9. #9
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Rutelor View Post
    Is this really such an interesting (and original) insight? I applaud Aniforani (the OP) for spelling it out here. But if the Dev. team isn't already thinking in these terms, then we collectively overestimate their worth.
    I really hope this is not a fresh thought, that had to be relayed to them, by you, from the player base, but one (and a pretty basic one, at that) of many paradigms that they are constantly formulating to create depth in their (and our) game universe.
    Actually, Zhexos wasn't part of the team last time it was discussed so was either unaware or simply being polite. but either way the devs have acknowledged this idea before, and flat out said it's not going to happen.

    The basic run down was, it'd need to be harder than normal so new players couldn't win if forced to face them and most people that are looking for higher difficulty aren't going to run old dungeons anyway.
    (0)

  10. #10
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Kaiser-Ace View Post
    [...] most people that are looking for higher difficulty aren't going to run old dungeons anyway.
    That is, unless the developers make the enriched "old" dungeons worth running further down the line. However, having said that, I (for one) think that more randomness (in the trash distribution, possible links, and location of chests--to mention just three elements) should be a fundamental aspect of every dungeon from the onset. We all, casual or not, have to run and re-run dungeons for our dailies, so why not add a limited amount of unexpected challenge?

    And before someone mentions the developer's (and the marketing department) bend towards casual content, allow me to say two things: a) that such randomness could be graded in sync with the level of reward, and b) that nothing stops them from building the structures that generate it as a basic element of the design, and simply offer an option to remove it, making it revert to the very lowest level of rewards, when such option is applied.

    Ah, and on re-reading my reply to Zhexos, I realize that Kaiser-ace's comment is well placed. I did make it sound as though I was chastising Zhexos for doing his job, which is to convey the payer base's opinions to the developers. It wasn't my intention, and for that I apologize to him.
    (0)

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