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  1. #21
    Player
    Engineer's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    426
    Character
    Matyr Gustav
    World
    Hyperion
    Main Class
    Arcanist Lv 51
    Quote Originally Posted by captainpicard View Post
    AoC had some of the best group oriented instanced content I have played through. That game had "dungeons" ranging from single boss events (think ifrit) to complex puzzles. It had 24 man raiding where the raids used complicated mechanics, had multiple bosses (some raids had 5+ bosses) etc. Trash had the potential to drop purple loot, etc..

    AoC had several outdoor raids which I really thought were neat concepts. These were mostly 6 man instances, but a lot of fun, and not "underground" .. It was just a lot of fun raiding in that game and there was just a wide variety of raid styles.

    When I think of Darkhold in XIV, it seems like such a waste. The trash mobs you don't kill, and there are only 1 real boss in this dungeon. 2 if you really want to count creatively. Its just the same assets/textures from existing content recolored.

    Ifrit.. just a BCNM with a battle mechanic that counts on server lag and animation lock to add difficulty, rather than smart battle design.

    I suggest the designers go raid in other games, and then try to figure out how they can bring some of those elements into this game. Also they need to get together with the art department and start coming up with some new assets. The underground copy/paste is worse than the above ground copy / paste.
    I agree. I also think to make Darkhold better SE should.....

    -Remove the time limit.
    -The Ahriman observes and unlocks each passage way if the players clear all the mobs within the area.
    -
    (1)
    My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0


    SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.

  2. #22
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    ppl dislike wow dungeons (did you tried them? Some are really big and with many things and boss to do.. ) and like Darkhold.. Lol.
    (1)

  3. #23
    Player
    Sephrick's Avatar
    Join Date
    Mar 2011
    Posts
    1,900
    Character
    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    All I really want is a place worth exploring and no time limit so we can actually explore it. Plus, having no timer means they make bosses that take actual tactics other than zerging to get the "in short order" achievement.
    (3)

  4. #24
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    I want to see dungeons like in FF12.. boss in the end like Gilgamesh? would be aussum. and fits to FF14






    a bossfight in two phases?
    ah well.. FF12 would have been a great MMorpg

    Bosses who do matter... not only like "defeat that giant spider boss".... implement typical Final Fantasy bosses.

    What they also should do: remove the stupid instance timer... "you have to complete the whole dungeon within 1 hour" that leads only to speed runs and you cant really enjoy the dungeon itself!
    they could do also huge dungeons... there they could set up a crystal to bind there at the half of the dungeon in case of dying. like in the offline FF's (which you can see in the second video)

    why dont they do it much more like in the offline FF's? that would differenciate them to the other common MMorpgs.
    (3)
    Last edited by Tonkra; 11-26-2011 at 09:18 PM.

  5. #25
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Sephrick View Post
    All I really want is a place worth exploring and no time limit so we can actually explore it. Plus, having no timer means they make bosses that take actual tactics other than zerging to get the "in short order" achievement.
    Aye, because nothing stops them from doing both.
    (0)

  6. #26
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    I think the OP needs to go work for SE.
    (2)

  7. #27
    Player
    SniperRifle's Avatar
    Join Date
    Mar 2011
    Posts
    639
    Character
    Sniper Rifle
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    I want english voice acting, epic dialogue explaining why i'm in this dungeon... Dialogue mid-dungeon, with mid-dungeon cutscenes. Dungeons where we have to temporarily split up and have half the PT take 1 route and the other half takes the other. I'd like to weave in and outside of dungeons. Say the dungeon was a tower, sometimes we'd be out on a balcony or in a garden/yard outside the tower, fighting 23 stories high, with a magnificent view, thunderous music, and breath taking battles.

    Think of something as simple as Karazhan from WoW. You start at bottom, you make way to top. Pretty simple concept. Heroes go in to tower to kill bad guy/save princess. IT DOESNT GET OLD. Make me save Tifa, or Lulu, or some other hot FF franchise booty. With some epic hot titty filled cutscene at the end. So if I don't get loot, atleast I get that.

    Dungeons where we can save our progress for the week, and at the end of the week the dungeon resets.

    That's the kinda stuff I wanna see!
    (6)

  8. #28
    Player

    Join Date
    Jul 2011
    Posts
    279
    I'm not sure what happened. I don't think we need dungeons at all, XI style bcnms were fine. We just need to feel more purpose in world so the game moves beyond just being a gear grab.

    We'll see how the 2.0 world looks but right now the current world feels like standing in an empty cardboard box compared to XI or any other MMO for that matter.
    (1)

  9. #29
    Player

    Join Date
    Jun 2011
    Posts
    55
    Open. World. Dungeons. They don't all have to be some foreboding enemy stronghold full of bosses and phat lewt. I haven't had a chance to explore the dungeons that were first implemented in XIV, because they're so out of the way. XI's Zeruhn Mines was directly connected to Bastok, and full of monsters of a very low level. And it was great. You need places like that that you can explore from the get-go. They entice you to explore other dungeons later on. Give the lowbie dungeons a few simple quests that get new players in the groove, and put more intricate quest with bigger rewards in the higher-levelled dungeons.

    A dungeon should not be some series of corridors I get teleported to with a couple of people. It should be a PART OF THE WORLD. With rules different from the overworld. don't allow teleportation within dungeons, maybe. Chocobos can't go in, for example. Maybe experience works differently down there. Let treasure chests with simple rewards spawn randomly around the dungeon occasionally. Nothing worth searching for, but a nice surprise when you come across one.

    But most of all, make sure they're a part of the world. Dungeons and Overworld should be closely linked, not completely separate. Instanced dungeons have their place, but lose their effect when used constantly.
    (1)

  10. #30
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    OP has a great idea. Dungeons right now seem to be in one area, but if there are dungeons that provide multiple area and have some sort of story that goes on, it would be pretty cool. I'd have to admit that even these dungeons would soon get "boring" after completing them over and over again, but the general rule for any mmorpg is to generate content that is exciting the first time around. The Darkhold isn't as exciting as I thought it would be, and Toto-rak seemed to be like a run-of-the-mill dungeon you see in other MMOs, which isn't that bad since they provided 3 different bosses.

    I'd like to see some dungeons with puzzles. For example, a sand dungeon with quicksand where you would fall through the floor. That way you would have to fall through the right one in order to drop in the right spot. FFXI had a few of these also, for those that remember the Yagudo area (not oztroja).

    Or you can push blocks of ice around to fill in holes in the floor (referencing Zelda Ocarina of Time Ice Cavern). Just anything that actually provides some thought other than fighting monsters. Maybe chests that drop if you leave certain enemies alive. You can even have NPCs that you need to protect. Dungeons do not have to be the same, I'd like every dungeon to be different.
    (2)

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