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  1. #101
    Player
    Kerii's Avatar
    Join Date
    Aug 2013
    Posts
    362
    Character
    Rune Venil
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by LalafellDown View Post
    Saying "because its the norm" dosent excuse the fact that it has to be that way. Just one, add just one puzzle to a room and it makes a difference (Some MMO's have 2 puzzles/machanics per dungeon). When I play a MMO I want to say "I cant wait to run these dungeons" and not "I have to run these dungeons".

    heck add the chain pulling that Halatali NM/HM had or the the Spike ball that drops from the ceiling. Why no use the spikes from Qarn HM?
    I didn't disagree with you on that point, only what I quoted. No matter how much fluff we have to make it more interesting it is still just going to be a grind.
    (0)

  2. #102
    Player
    Xelanar's Avatar
    Join Date
    Dec 2015
    Posts
    298
    Character
    Xelanar Fhey
    World
    Shiva
    Main Class
    Dancer Lv 90
    1. I don't know how difficult it would be to implement, but something like a daily roulette for random 10 floors that yields some sort of upgrade-related reward could be a thing too. Not that huge of a game changer, but a nice little addition for people who have reached a certain amount of floors. Requirement for using the roulette could be the lowest weapon/armor upgrades needed to join floor 41+, or something entirely different. You get the idea ^_^.

    2. Some pomanders could be blacked out and made unusable after being triggered, to prevent more than one activation per floor. This is usefull for buff pomanders that would have no additional effect when used twice in a row. The map-revealing one for example.

    3. The trap-removing pomander could use an item effect icon too, so party members can check if someone has already used one on the current floor.

    4. Also because it cannot be stressed enough: make future floors less combat heavy, more puzzle or action based. To keep those rooms in line with the idea of leveling up quickly, they could yield experience upon being cleared once(you could even be REALLY mean, and have chests spawn on locations that are super risky or difficult to reach. Make us EARN those upgrades by showing skill, rather than luck!). Just don't give us more of the same thing we already have abundantly(combat focused content). How about a "create your dungeon" event for collecting ideas directly from the community? ^_^
    (2)
    Last edited by Xelanar; 07-24-2016 at 02:39 AM.

  3. #103
    Player
    OmegaStrongtan's Avatar
    Join Date
    Jan 2015
    Posts
    272
    Character
    Omega Strongtan
    World
    Zodiark
    Main Class
    Thaumaturge Lv 18
    Instead of 50 small floors I would like to change it to 5 MASSIVE maze like floors.
    (0)

  4. #104
    Player
    DarkDedede's Avatar
    Join Date
    Nov 2013
    Posts
    646
    Character
    Red Cork
    World
    Sargatanas
    Main Class
    Summoner Lv 70
    Bubble Bobble theme music

    but, in all seriousness, it would be nice if we could set the pomander items to the hotbar.
    (3)

  5. #105
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    I'm still stuck on 11-20 cuz of those muthafrackin slimes.
    (0)

  6. #106
    Player
    Gokuhan's Avatar
    Join Date
    Sep 2013
    Posts
    358
    Character
    Gokuhan Kai
    World
    Siren
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Brannigan View Post
    snip
    I like a lot of these ideas. I'm not someone who pushes for this game to be like XI, but I think the dev team should take a closer look at Nyzul Isle. Having different objectives and such on each floor really shook up the boring "kill # mobs, go to exit" theme, and running into Notorious Monsters added a nice risk/reward too. They could add random hunt mobs (smaller versions, of course) that have a high chance of dropping silver chests or potsherds.
    (2)

  7. #107
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    I like a lot of these ideas. I'm not someone who pushes for this game to be like XI, but I think the dev team should take a closer look at Nyzul Isle. Having different objectives and such on each floor really shook up the boring "kill # mobs, go to exit" theme,
    If you point them at Nyzul and they decide to use that as their template, that means that we're going to get lamp floors.

    Based solely on that I have to vehemently disagree with your suggestion.
    (2)

  8. #108
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Fynlar View Post
    If you point them at Nyzul and they decide to use that as their template, that means that we're going to get lamp floors.

    Based solely on that I have to vehemently disagree with your suggestion.
    But lamp floors were the best!
    (2)

  9. #109
    Player
    randysquirrel's Avatar
    Join Date
    Apr 2014
    Posts
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    Seeing as every run you see people use pomander at dumb times, like when the things already active, or a fortune buff just before you move to the new floor, I think pomanders should be made to not be group items but personal items. also people bitching about who uses the rage one seems to happen quite a bit lol
    (1)

  10. #110
    Player
    Lendle's Avatar
    Join Date
    Mar 2015
    Posts
    33
    Character
    Lendle Veyron
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    An ever changing floor that the walls shift, possibly killing you if you do not move out of the way. If you have ever seen the movie maze runner.
    (1)

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