Diadem was probably an experiment to test out the viability of a non-linear instance and look how that turned out.
Diadem was probably an experiment to test out the viability of a non-linear instance and look how that turned out.
XI had some famously complex multi-map open world dungeons. They were a PAIN IN THE BUTT to work with because just to get past certain areas you needed 2-3 more bodies. Garliage Citadel's gates were infamous. Oh, you got the key for your treasure coffer and you need to go camp it solo? Too bad, you need 3 more bodies just to get you behind the gates.
Unfortunately, XIV made the distinction early on that a "dungeon" would be a short instance only specific duty with 3 other players. The beastman areas would have been considered dungeons in XI, but they're open world in XIV, and they're the closest we'll get to an XI style dungeon.
I too would like to see more complex dungeons, but I want them to be something I can explore on my own terms.
They stayed relevant not just because you needed Badges of Justice no matter what tier you were at in Raiding, you also couldn't do any Heroic more than once in a day.Now this badge system is pure garbage for many obvious reasons, but by keeping the amount of Badges the player got very very low, but had the cost of the items very high you pretty much kept the dungeons relevant through out the entire expansion, because damnit you needed to get those badges if you weren't at the end game raids.
They also stayed relevant due to sheer difficulty. Heroic Shadow Labyrinth was incredibly difficult to get through if your CCers weren't on the ball with every pull, even in raid gear.
It helped that the drops themselves were almost a requirement for getting started in Raiding, not to mention the Attunement quests.
But by far, what kept every heroic relevant was the daily lockout. If you wanted to cap your daily Badges, you were required to do each one once instead of *just* the fastest one. Which is why places like Shadow Labs and Shattered Halls were run regularly every day, despite being both long and difficult. But lets not forget that people were perfectly willing to do Heroic Magisters Terrace, despite being among the hardest of Heroics.
I would love to see some explorable dungeons that we can do solo but that could also scale up with more players, kind of like Hunts and FATEs.
Hell, Just give us an Exploration Mode on existing Dungeons, make it an Instance through the DF but requiring you physically going to the entrance, really open up the interiors, make the mobs within like the Diadem mobs with scaling difficulties and rewards, hidden treasure chests etc ...
Last edited by Sylve; 11-23-2015 at 10:49 PM.
i have to agree.
but on the other hand you can't compare the diadem... it's not just beacuse it's non linear. the bigger problem is you can fly. wich means you can skip 95% of the "dungeon". and there are too many people inside, wich leads to this hunt zerg... diadem would be much better without flying and with less people o.o/
I mentioned that like half year ago. Did not bring much attention.
Dungeons in FFXIV are just hallway from point A to point B. There are no real structures to explore, even you visit some of them, you can not explore them. Its illusion/scenery. What you get is always only 1 way and you cannot even visit some extra rooms because 90% is gated behind invisible walls/obstacles.
Yep good dungeons was already mentioned here. From vanilla wow BRD, Sunken Temple(Hakkar), maraudon.
I want some multilayared, fully structured dungeons, with quests inside, traps, optional bosses, optional mechanics, without invisible walls( in BRD for example there was no problem to fall into lava etc. )
Some patrols would be also nice to give more life into them.
I dont understand point of new dungeons in FFXIV with current desingn, there are all same, just with different scenery, we basicaly have 30 same dungeons in game.
Even the few 1.0 dungeons weren't so linear.
Complex dungeons would work more as an open-world type of dungeon, imo. Especially since dungeons have time limits, and usually I don't want to spend so much time with random DF groups. I have to agree with the others that the impatient people would just find a faster way to do it though, afterwards it becomes a guide, making everything else trivial.
But if I ever get bad DF groups when the dungeons are so complex though, I might just pull my hair off.
I would love to have a complex dungeons that aren't linear and boring. I feel like those dungeons require more than just 4 people though.
However when the devs want you to farm a boss drop 60 times those paths WILL become linear cause we look for the fastest route.
They could just force you to take all the routes, just have it as a more "open" dungeon. Want to kill the last boss first? Go right ahead, then the 1st, and then finally the 2nd. It would change things up slightly at the very least. Hell, make them 8 man with more than 3 bosses, even if some bosses are race models with custom armour rescaled to look bigger (aka the Vault) so they don't take as much resources. Anything is better than what we have now.
Lol, well thats a horrible way to do it. You have 72 people in an instance not working for one goal and includes gathering classes. No, its most certainly not a test for non-linear instances. -_-
The same people who don't want dungeons with multiple ways to finish because it would "take too many time" are the ones who say healers who don't like to DPS are lazy. Guess who's lazy?
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