Nyzul Tower had 100 floors, you could save progress every 5 floors. Each 5 floor section had a 30 minute timer you had to beat, it was usually pretty tight and you had to go fast. You needed tokens to attempt it each time. You got one token a day and could hold 3-4 at a time i think. Floors consisted of finding specific monster to kill, lighting lamps in particular orders, killing all monsters of a certain type, and a couple other random rulesets i think. Every 20 floors there was a boss that had a chance of dropping endgame gear. At floor 100 i think you got something special and then reset back to floor 1. There were Mythic weapons that required you to beat nyzul multiple times.
It took weeks to climb to the top, not 3 hours. That's a bit of a rundown of what nyzul tower was like. Palace of the Dead is just a much easier version of what Nyzul tower was. Like.. way way easier.
Last edited by Whocareswhatmynameis; 07-20-2016 at 09:09 AM.



That should tell you about the popularity of the content. I beleive what is happening is that players are asking for the wrong things. Casuals are wanting easier paths to relevant content, Hardcore keep asking for difficult content. Neither of which is what either player actually needs.I think for me that's the really dissapointing part. Is that everything they ever add in FF14 will always be super easy and not require a whole lot of planning, thought, or strategy... Except for the tiny part of the game like ex trials and savage, that not very many people even do anymore
What players are truely looking for is content with depth. Endgamers want their dedication rewarded, while Casuals want to be relevant to endgame so they can play the content they're paying for. They're already paying past a pay wall, now there's several other gameplay walls to jump through, many of which are deliberate delays to make players pay more.
We should quit lieing to ourselves. Gearing is not relevant - it cycles too fast for it to be relevant except to be divisive to the player base (forcing those who can't dedicate the time or gather the people to constantly being behind, regardless of skill or any other factors.) There should be a more lasting reward system to portions of the game that require more dedication, regardless if that is combat, crafting, gathering or what-have you. Right now, best that happens there is glamour. The ilvl treadmill is literally just the carrot for those with BNS.
SE needs to add more depths to the game. Reward content by adding additional features or actions. If they're wanting to stick to glamour, they could replace animations or particle effects for certain attacks. Or, heck, add specalized attributes for once. (Defeating the Wyrmking gives Dragonkiller effect, etc.)
But as far as Deep Dungeon. We're 50 in, which is pretty much the tutorial mode for level 17 players who've yet to grasp level 60 job mechanics. That makes sense when you think about it from the ground up rather than the top down. But as we go further up, they should add more mechanics, possibly some temporary objectives too.




And SE have said that 3.45 will introduce 150 Floors and do not expect people to clear Floor 200 so soon. And yes, Hyrist, they will need to make the climb to the top (bottom?) interesting. Since people will most likely be Level 60 by Floor 51, attacking mobs would be pointless... unless there's an objective.




I'm treating this as a tutorial for newbies to FFXIV. I was never hyped for this, but I am expecting SE to make the run from 51-200 interesting (objectives, penalties, hazards, etc). If they do not, then complaints will be justified.
The game is 3 years old (6 if you count initial release), what newbies? When SE is thinking to start finally to cater to long-term players and release content for them? I'm not even mad at SE anymore, their stupidity starts to amaze me.
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