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  1. #1
    Player
    Jigg's Avatar
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    Mar 2011
    Location
    Ul'dah
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    117
    Character
    To'lohk Nunh
    World
    Balmung
    Main Class
    Lancer Lv 60

    Co-Op Dungeons (for DoW/DoM and DoL) - Ideas on Implementation

    I was thinking about this and had some ideas:

    Have instanced dungeons with the requirements of
    2 - 8 DoW/DoM members
    1 - 4 DoL members (optional)

    essentially, up to 2 parties can occupy these dungeons. But the DoL classes would be required to access different/harder bosses, chests with rare items, etc.

    Within these dungeons, the DoW/DoM group will clear the area of enemies which would then allow the DoL classes to extract items from nodes. Have areas blocked off that require DoL to open, such as cave-ins requiring miners, overgrown roots requiring botanist, plugs/switches that are underwater and can only be activated by fishers.

    These actions would give nice xp rewards to the DoL that performed the action (or maybe multiple DoL of the same class are required for some areas).

    Giving DoL the chance to obtain rare items only available in these instances would be a good incentive i think.
    (4)
    Last edited by Jigg; 11-10-2011 at 11:45 PM.

  2. #2
    Player
    Onidemon's Avatar
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    Mar 2011
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    Ul'dah
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    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    Yoshi-p talked about that and said it was not a good idea.
    (3)

  3. #3
    Player
    Sephrick's Avatar
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    Mar 2011
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    1,900
    Character
    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Naoki_Yoshida
    In between now and 2.0, I won’t say there will not be any or that or they will not be implemented, but they will be very few in number. If we do not lay the proper foundation, the branches will not develop. However, we are preparing a bunch of content for Disciples of the Land and Hand with the achievement system planned for patch 1.20 (with Land/Hand-specific rewards too).

    Also, the same goes for content that is intertwined with battles.

    "While in the dungeon, if you do not have a Disciple of Land in your party, certain items will not drop. Inside the dungeon there will be doors that can only be opened by keys that can only be made by Disciples of the Hand."

    While it is possible to plan and implement something like this, the below points ultimately display a number of problems.
    Battle classes would need to save a spot for a class with no battle proficiency (Stressful)
    Disciples of the Land and Hand will be bored during battles (Stressful)
    Battle balance would be off if we made Disciples of the Land and Hand count as party members (Stressful)
    If we gave Disciples of the Land and Hand support abilities, then class identity would be destroyed. (I understand that there are comments like this though lol "It's fine! Wouldn't it be cool? Just try it for this dungeon!" So, I'm thinking maybe we can try it out just once if we have the time.)

    With all this said, I really think it is better to create specialized content for each class.

    In addition, I'm considering proceeding with the creation of Ishgard Defense (tentative name) with the goal of content that exists parallel on the class level.
    Yoshida touched on this very topic yesterday in a long forum post.
    (2)

  4. #4
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    No thanks.
    (1)

  5. #5
    Player
    Jigg's Avatar
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    Mar 2011
    Location
    Ul'dah
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    117
    Character
    To'lohk Nunh
    World
    Balmung
    Main Class
    Lancer Lv 60
    Indeed, but no details - only "we may try this once".
    So I thought I would toss out some ideas to support this thought process.
    (1)

  6. #6
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    Aug 2011
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    Because it's a bad idea.. like he said.


    Just face it DoH/L are secondary "hobbies" in this game... right where they should be.
    (2)

  7. #7
    Player
    Jigg's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    117
    Character
    To'lohk Nunh
    World
    Balmung
    Main Class
    Lancer Lv 60
    Tough crowd
    (1)

  8. #8
    Player
    Nakiamiie's Avatar
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    Apr 2011
    Location
    Limsa Lominsa
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    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    I would really like to see this too, I even commented on Yoshi-P's comments about it here.
    I really don't see why it is "stressful" from an adventurer's point of view. He kept insisting on how the main quests are going to be battles because we have to see it from the adventurer's point of view, not the classes by themselves. Then, for mixed dungeons, he goes back on his words saying things from the class's point of view. I don't get that, we can switch to battle class and vice versa anytime (except during battles).

    Mixed dungeons would be fun and not that difficult to balance since adventurers can change class in different parts of it. It would simply require to have the adventurers level up a Discipline of the Land or Hand class in addition to their battle class (wait, isn't that the purpose of the armoury system?! What a coincidence!).
    (1)
    Last edited by Nakiamiie; 11-11-2011 at 12:09 AM.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  9. #9
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    Quote Originally Posted by Nakiamiie View Post
    I would really like to see this too, I even commented on Yoshi-P's comments about it here.
    I really don't see why it is "stressful" from an adventurer's point of view. He kept insisting on how the main quests are going to be battles because we have to see it from the adventurer's point of view, not the classes by themselves. Then, for mixed dungeons, he goes back on his words saying things from the class's point of view. I don't get that, we can switch to battle class and vice versa anytime (except during battles).

    Mixed dungeons would be fun and not that difficult to balance since adventurers can change class in different parts of it. It would simply require to have the adventurers level up a Discipline of the Land or Hand class in addition to their battle class (wait, isn't that the purpose of the armoury system?! What a coincidence!).
    It's "stressful" (maybe not the best word) because the DoW/M have to basically 'carry' you through the dungeon just so you can craft a few keys / items to advance to a boss that we again have to 'carry' you through.

    It's "stressful" because DoL/H have to do nothing except for 4 minutes (if that) of crafting for 1-2 items. Watching people fight things and not actually participating would be completely boring.

    Another note... why would I ever bring a DoL/H only player? I would just REQUIRE whoever was in the group to have DoL/H leveled so we could have 8 DoW/M and whoever we needed to switch to DoL/H to craft the one item.

    It's more annoying than it's worth.




    People b*tched about "needing" to have Sentinel for Ifrit... can you imagine the backlack if a new dungeon came out and they "needed" to have DoL/H to 50 so people would invite them?
    (0)

  10. #10
    Player
    Nakiamiie's Avatar
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    Apr 2011
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    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by RemVye View Post
    It's "stressful" (maybe not the best word) because the DoW/M have to basically 'carry' you through the dungeon just so you can craft a few keys / items to advance to a boss that we again have to 'carry' you through.

    It's "stressful" because DoL/H have to do nothing except for 4 minutes (if that) of crafting for 1-2 items. Watching people fight things and not actually participating would be completely boring.
    You can switch class and fight the monsters too! You can switch class and participate in crafting/whatever too! You can make it so both fighters and crafters have to work at the same time (one battle, the other does what has to be done in crafting/gathering).
    You do NOT have to be carried, that's the whole point. Armoury system. Let me say it again: armoury system.

    Quote Originally Posted by RemVye View Post
    Another note... why would I ever bring a DoL/H only player? I would just REQUIRE whoever was in the group to have DoL/H leveled so we could have 8 DoW/M and whoever we needed to switch to DoL/H to craft the one item.
    That's exactly what I was talking about, sheesh.

    Quote Originally Posted by RemVye View Post
    It's more annoying than it's worth.
    It's your point of view, you have no obligation to participate in that kind of dungeon then.

    Quote Originally Posted by RemVye View Post
    People b*tched about "needing" to have Sentinel for Ifrit... can you imagine the backlack if a new dungeon came out and they "needed" to have DoL/H to 50 so people would invite them?
    It doesn't have to be to 50, and the sentinel thing is irrelevant. You are comparing a problem from a particular fight (intra-discipline content) with inter-discipline content.
    (1)
    Last edited by Nakiamiie; 11-11-2011 at 02:57 AM. Reason: Removed first, badly spelled, sentence.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

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