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  1. #11
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,689
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    It's the sort of thing that gave life to the world in FFXI. But I don't think Kupipi would take my rolanberry so I never got the thing to open it on my own.

    FFXIV isn't really trying to have that kind of world. Video games just aren't like that any more. People don't have the patience, we're lucky they make us walk through the zones once before letting us teleport and fly over everything.
    (1)

  2. #12
    Player
    Vanfrano's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Wano Rano
    World
    Louisoix
    Main Class
    Red Mage Lv 88
    Quote Originally Posted by pikster View Post
    Why though? I played XI and the mage gate, or the weight gates in QC were NOT "Fun". If something isnt fun, why put it in the game. It adds pointless restrictions and pushes people into playing classes they dont actually want to play...

    Lets just stick with doors that just...open ok.
    Do you even play FFXIV? The game is full of pointless restrictions, even more than on XI. The gates were fun and you could bypass them by doing a series of quests. At least people remember these gates, unlike most of the content and empty open world on XIV.
    (2)

  3. #13
    Player
    Amelia_Pond_Behemoth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,112
    Character
    Violet Baudelaire
    World
    Goblin
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by pikster View Post
    Why though? I played XI and the mage gate, or the weight gates in QC were NOT "Fun". If something isnt fun, why put it in the game. It adds pointless restrictions and pushes people into playing classes they dont actually want to play...

    Lets just stick with doors that just...open ok.
    I played a Galka. I loved those QC gates.
    (1)

  4. #14
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    It could be incorporated well enough into dungeons. The panel could randomly select the job(s) that opens the gate, and if you've got the right one in the pt you can take that path. Set it up as a trade-off; the alternate route might be a shortcut, or bypass something particularly nasty, but you won't find as many chests. Or turn it around the other way where there's a chest on the extra route with something special but there's a mini-boss guarding it. I would say, don't make any alternate path longer than the main one since that'll kill most people's desire to take it in a heartbeat. In general, dungeons could do with more internal variety, and having multiple branching points that are either random or directly chosen by the players could help with that. Incorporate more interactions similar to boss mechanics that are simply for getting around or choosing a path, some platforming, things to break up the grind of pull after pull.

    Just imagine, something like a demonic funhouse. During one part, you have to drop down onto a conveyor and start making for the exit, or you'll get sent into a wall of spikes. Then you kill a giant jack-in-the-box boss, the lid glows with the symbol of a job, and if everyone stands on it they get launched up into the rafters and rigging of the place, contending with the clockwork components running the traps below rather than the traps themselves for the next segment. At the final boss, a bunch of bomb-themed balloons begin floating down and will do AoE damage if they burst on the ground, but there's a dart table there and instead of fighting one DPS goes and does the blowgun mini-game throughout the fight to pop the balloons before they touch down.
    (1)

  5. #15
    Player
    Recaldy's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    767
    Character
    Recaldy Northwind
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    It'd be nice to have stuff like that simply because now class changing restrictions on skills are gone...and we can swap to needed classes NP. But oh noes you need three people for something that isn't Duty Finder THE HORROR. Maybe I should go back to XI. <_<
    (0)
    Been years since using this forum. @_@

  6. #16
    Player
    Elfidan's Avatar
    Join Date
    Sep 2013
    Location
    The gates of Hades
    Posts
    764
    Character
    Elfidan Gadfor
    World
    Ultros
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Camiie View Post
    Dragoon: Hey, guys, a door with some weird circles. What's up with that?
    Astrologian: Forget it, we can't open it. You have to have a BLM, RDM, and WHM for it.
    Dragoon: Dude, that's lame. Sucks that you need certain classes to do content.
    Warrior: Somebody thought it'd be fun.
    Dragoon: Doesn't seem fun to me.
    Valid , and on point... Nice...
    (0)
    Quote Originally Posted by Commander_Justitia View Post
    Buff Blackmage
    Quote Originally Posted by Nikoto View Post
    If there was a downvote button I'd be pressing it.

  7. #17
    Player
    Charlayy's Avatar
    Join Date
    Aug 2016
    Posts
    68
    Character
    Too Spooky
    World
    Diabolos
    Main Class
    Astrologian Lv 61
    Quote Originally Posted by Drakeos View Post
    So remebering gate requires certian type of classes to unlock special door like example

    3 mage gate http://ffxiclopedia.wikia.com/wiki/Three_Mage_Gate

    This would make POTD more interesting and ofc raiding/dungeons as well
    No no and no. What a chore it was to get 3 other players to open the doors in garlaige citadel just to hope you find a coffer.
    (2)

  8. #18
    Player
    Rhindas's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    493
    Character
    Selawyn Kludra
    World
    Sargatanas
    Main Class
    Arcanist Lv 70
    It was charming and neat at first....and then when you had to go into those places for the umpteenth time for keys, quests, etc, not so much. There is a reason people would start or switch to Windurst just to get the item to bypass that door.
    (0)

  9. #19
    Player
    Zarabeth's Avatar
    Join Date
    Aug 2013
    Location
    Limsa-Lominsa
    Posts
    663
    Character
    Kaylee Frye
    World
    Leviathan
    Main Class
    Red Mage Lv 80
    I played FFXI for over 7 years and I miss a lot of things, however the three mage gate is not one of them. Also potd can be solo or duoed, so this would really not be a good thing.
    (2)

  10. #20
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Drakeos View Post
    So remebering gate requires certian type of classes to unlock special door like example

    3 mage gate http://ffxiclopedia.wikia.com/wiki/Three_Mage_Gate

    This would make POTD more interesting and ofc raiding/dungeons as well
    It's in the V3 Deltascape as a instant-kill mechanic, kinda

    As a puzzle - solving mechanic, if you need to ensure that those mages are there to do it, otherwise you're not going to get past it. Works fine for PF/FC groups, not so much PUG's.

    One of the changes between V1.0 and V2.0 was the removal of variable rewards based on completion time, opening all the chests, and so forth. They likely did this because they decided to streamline the dungeons so that there was only ever one big boss, not multiple choice bosses.

    Honestly, the kind of thing I want to see is a PvE tower-defense style persistent overworld fight (eg a FATE that has a 2 hour time limit, but takes no less than 30 minutes) Where you have to fend off waves of either

    a) Zombies/zombie-monsters (Very Hard, can not return to base, if KO by a zombie become a zombie until someone kills you, must be revived by healers or return back to a Aetheryte elsewhere, no Aetheryte at the base if destroyed.)

    b) Garleans (Hard, can return to base upon KO, Aetheryte present)

    c) Various trash mobs (Easy, and gets harder if not defeated quickly, can return to base, Aetheryte present)

    Get enough people to protect each entrance, battle commences. Crafters can build/repair the defenses of the area before it commences and then switch to their combat roles. Between each wave you get a prepare/collect repair phase.

    If nobody shows up at the scheduled time, base is taken over by mobs/garleans/zombies/etc and to restart it requires killing them all. Garleans will use the defenses against you.

    In all cases, they start out with easier mobs, but the longer they persist, the more reinforcements are called during that wave. Rewards handed out only for completing and participating in it. Collection, construction and combat phases ensure people don't just AFK.
    (1)

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