

Its adding flavor to the "open" world so people have reasons to go out and not live all day in afkshire.Maybe I'm not understanding the idea fully, but I really don't see the point of this?
What would these areas feature other than just being closed in areas with nothing to do? After dungeon completion all the mobs are dead and gone, so it would just be an empty area that no one would go to.


But without an incentive, this wouldn't actually change that?
I certainly have no desire to go into an empty brayflox or haukke manor unless there's something cool I can earn in there, otherwise I'll just queue into it for experience on low level alts like I do already.


I posted things on the first page that these open world places could offer. I know they aren't anything exciting but its still something.But without an incentive, this wouldn't actually change that?
I certainly have no desire to go into an empty brayflox or haukke manor unless there's something cool I can earn in there, otherwise I'll just queue into it for experience on low level alts like I do already.



In open world dungeons enemies respawn.Maybe I'm not understanding the idea fully, but I really don't see the point of this?
What would these areas feature other than just being closed in areas with nothing to do? After dungeon completion all the mobs are dead and gone, so it would just be an empty area that no one would go to.
But open world dungeon are also normally bigger than instanced dungeon to give enough space for every party.
The current dungeons can't work as open world dungeons because of the sizes of them. The devs will have to rework them, and at this point they also can just create a complete new dungeon designed to be open world.
Not like DiademOpen-world Dungeon uh?... so basicly "Diadem" with a diff area, yah no thanks I'd rather they Fix/improve Diadem or just make the "REAL" Open-world more fun/deadly (high Mob lv ignore limit, more mobs/ farther link-arrgo chain dependant on lv of attacker, mob death may spawn a "extra" mob dependant on eather a buff or mob type, etc.)
More like this:
https://www.youtube.com/watch?v=928KPq-vXtg
https://www.youtube.com/watch?v=9H-NveJx9EI
Last edited by Felis; 09-12-2016 at 01:01 AM.
I think the whole outside world is not scary enough. The mobs need a speed boost depending on their size, flying mobs should chase you in the sky and chase you a lot longer before turning back unless it's a FATE mob.
Even better take a couple of hits and mount kicks you off.
Last edited by Masekase_Hurricane; 09-08-2016 at 01:43 AM.


I can see the appeal of an openworld dungeon, but the main issue is that this game has a large population (for half a patch at least). There's no way you would actually be able to enjoy that content with the numbers of players alone. Instanced dungeons exist so you can actually enjoy the dungeon with your group instead of fighting the population.
But with my bit of dabbling in Legion I can say it feels nice to be in an openworld again. I haven't tried it yet but the World Quest also sound fun as hell and have been tempting me to resub.
I agree there should be some open world in this game. At the VERY LEAST, expanding the beastmen camps to what they were (1.0)...and giving incentive to take a party into their death traps. Even in 1.0 near the end the camps were hardly FFXI level. I'm not expecting FFXI level dungeon layouts (before the hate goes in)...but there should be some sense of putting my foot in the pool to eventually being drowned if I'm being careless the further I go.
These real world dungeons are EASY to create, take little maintenance, and stay relevant with only a little intensive. Peoples biggest fear is FFXI NM drops. I dont think anyones asking for them. Again in 1.0 they had NM drops that dropped mid range gear but it looked pretty cool. Even at release there were small camps but nothing insane.
That and give us an intensive to shout for a mid level party to explore a dungeon for exp/item.
There is one thing this game is largly missing. 8 team parties comprised of newer players and vets (or just newer players). We have plenty of 4 man but no 8 man let alone raid content for lower levels. I don't see why not.

Yes I want open world dungeons as well. If they did put them in the game SE could make them viable in many ways. Like randomly appearing coffers with loot and gill. Or item pop boss mobs that take a while to get the item you make it appear with. Mine special maps and many other ideas as well.


SE did something like this in 1.0 with the Beast Fortresses. Locked coffers would be in the areas and players would have to defeat a mini boss of sorts that had a chance to drop a key to open said coffers. It was a lot of fun really, spending hours just chatting and fighting and maybe ending the night with some pretty nice stuff. For the life of me I never understood why they didn't bring this back in 2.0


You have to remember 2.0 copied alot of ideas from WOW that is why we don't see them now. Its shame they could of worked on a lot of stuff that made the opened world in FFXI so great and improved on it big time like what 1.0 tried their hardest to do in my opinion. If only they had more time to work on those ideas and make them even better.SE did something like this in 1.0 with the Beast Fortresses. Locked coffers would be in the areas and players would have to defeat a mini boss of sorts that had a chance to drop a key to open said coffers. It was a lot of fun really, spending hours just chatting and fighting and maybe ending the night with some pretty nice stuff. For the life of me I never understood why they didn't bring this back in 2.0
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