The O3 boss actually has a mechanic like this involving having the party step on the correct squares to avoid damage. It's pretty cool.
The O3 boss actually has a mechanic like this involving having the party step on the correct squares to avoid damage. It's pretty cool.
Haha I remember having to go all the way back to town in order to switch jobs for that, also altepa weight platforms, you'd need like either a Galka or 3 tarus to open it, it wasn't just jobs it's was races too. Team work was so FFXI it was great
I'd love to see this come back for FFXIV, maybe as a way to lead into wherever the Red Mages originated (Call it Thamasa). There doesn't need to be any content in that area. No quests or anything. But it'd be cool just to see like a village out there or something with some other Mages. Should unlock with either 1 WHM, BLM, and RDM, or 3 RDMs and one having their Black Mana Gauge full and the other their White Mana Gauge full.
Only Toto-Rak had multiple end bosses, and not a single in-between boss. It depended on which door you unlocked with the collected keys.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.
But there are other mechanics that the devs can copy from 1.0 dungeons to PotD.
Example:
poisoned air (AV) - find a room with fruits to stop the air to hurt you
something like this is in v.3 of omega. but only on a basic level (and ppl still fail it)
Maybe a three mage gate as an alternate route to end like a bonus room or special ( extremely hard )boss would be nice. One shot with random boss that would make dungeons and raids interesting. Besides in FFXI it wasn't hard if you were social and just ask people.
It's fun to see how some people miss shapes and colors -.- or even fail to follow tips. v3 was very fun and it's easy Love that battle. Wish they had more where common sense is tested. ( note common sense is a dying trait )
FFXI had all kinds of interesting little tidbits to it...
- Things that could be done only at certain times of day, or during certain kinds of weather.
- Days of the week that were elementally attuned, and would buff or debuffs spells depending on whether the element matched or was weak to that element.
- Gates that required specific party composition to bypass.
- Weather that was random in duration, rather than changing like clockwork every eight hours.
- Airships and boats with scheduled arrival and departure times, that traveled to their destinations in real time.
- Shops that had business hours, after which they were closed and inaccessible - as well as weekly holidays in which they were inaccessible all day long.
Details like these made Vana'diel feel like a living, breathing world - but on the downside, each of these mechanics forced the player to WAIT. Players needed to wait for a full moon and clear weather to obtain the Key Item needed to access Divine Might. Players needed to wait for three adventurers to take pity on them and help them access Garlaige Citadel's depths (via the four-man gates). Players needed to wait for wind weather to progress their Trial of the Magians daggers. SE wisely created bypasses for many of these obstacles (and obtaining those bypasses was one of my primary goals in that game - by the end, I could go pretty much anywhere I wanted to unaided), but there's no denying that from a pure gameplay perspective, they were annoying at best and infuriating at worst. You really had to love the game to put up with all that crap - but the result was that pretty nearly all the game's players truly loved the game.
FFXIV does away with almost all of that - but at the expense of feeling less immersive; less real. It feels... hollow, in the way, like a façade. It is certainly far more accessible a game, though, with many more players.
FFXIV is by far a better game, but FFXI is by far a better world.
For a taste of what FFXI was like, take up fishing. The mechanics behind fishing in this game (ESPECIALLY Big Fishing) are very reminiscent of the kind of stuff that was commonplace in FFXI.
I'd love to agree with that statement but once you've played XIV, XI play is outdated and slow. I would love for XI to be rebuilt in a more modern MMO, I still keep an eye out for the mobile version that was supposed to be brought out over here .
I tried to play it a few months ago during the welcome back campaign, the clunkyness was very apparent. But the world is still pretty damn amazing
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