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  1. #31
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    928
    Quote Originally Posted by Zeref View Post
    You're not wanting some content added, you're wanting a copy-paste of XI, You're not requesting a Trap/mechanics based dungeon located behind the waterfalls shown in the opening video, you're asking for hurrdurr lets get this XI thing. your entire post was, XI was this, XI was that, This is how XI did it, that's not original, even if you don't blatantly say "lets copy everything from XI" you're not particularly trying to hide or deny the fact that this is what you want.


    How much originality should i put into responding to a post that's essentially copypasted from every other post in this thread? there's only so many ways you can reply to a "lets make this game more like XI"
    I don't get what your point is really; I mean, when you first load up the game to create your character, what do you see? "Oh, is that a Tarutaru, it sure looks like one!" - "No, that's a Lalafell, this is a whole different game". "Wow, Mithra really look good this time around!" -- "Um, those are Miqo'te, with an apostrophe".
    (3)

  2. #32
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Yeeesh, I forgot how much some people hated Final Fantasy XI.

    I didn't mention the stuff as wanting it copy/pasted from FFXI, I just used those examples to get my point across. I edited the first post to be a little more specific of what I meant.

    Fun fact: Just because a game did something first, doesn't mean you can't do something similar later. If it works, it works.
    (3)

  3. #33
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    There were a lot of simple aspects from 11 that could help improve the feel of the dungeons and world

    1) the doors/banishing gates as mentioned by the OP to actually make the dungeons feel somewhat like obstacles and not a walk in the park

    2) hidden doors and rooms like in Temple of Uggalepih and Phomiuna Aqueducts to add depth

    3) Personally, I found the dungeons in 11 had more going from them from a lore perspective. In TotoRak or Darkhold for example there is no chamber which is just there as a neat set piece. In 11 when you go up from the aqueducts to the library, you actually step into a room that looks like a library. In 14, when you go from one chamber in darkhold to the next, its just another room with no unqiue features despite the map saying one area is a "Grand Chamber" "Feast Hall" "Chocobo Stables" etc And I know they are long abandoned ruins, but even in 11 Garliage Citadel or Eldieme were abandoned and still had unique features in different rooms.
    (5)
    Last edited by Altanas; 12-30-2011 at 11:51 PM.

  4. #34
    Player
    Rubicon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    439
    Character
    Rubicon Vale
    World
    Excalibur
    Main Class
    Summoner Lv 90
    I think what is means by Garlaige and Eldieme is having a dungeon with a certain feel and something memorable about it. If I say Crawler's Nest you think of eerie green walls, crawlers, and giant nut sacks hanging from the ceiling. At least I do. I want to relate a FFXIV zone to nut sacks.
    (3)

  5. #35
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by Altanas View Post
    There were a lot of simple aspects from 11 that could help improve the feel of the dungeons and world

    1) the doors/banishing gates as mentioned by the OP to actually make the dungeons feel somewhat like obstacles and not a walk in the park

    2) hidden doors and rooms like in Temple of Uggalepih and Phomiuna Aqueducts to add depth

    3) Personally, I found the dungeons in 11 had more going from them from a lore perspective. In TotoRak or Darkhold for example there is no chamber which is just there as a neat set piece. In 11 when you go up from the aqueducts to the library, you actually step into a room that looks like a library. In 14, when you go from one chamber in darkhold to the next, its just another room with no unqiue features despite the map saying one area is a "Grand Chamber" "Feast Hall" "Chocobo Stables" etc And I know they are long abandoned ruins, but even in 11 Garliage Citadel or Eldieme were abandoned and still had unique features in different rooms.
    Best unique feature in Garliage Citadel was the HNM at a decent party camp, ahh the days of camping Serket and letting a lvl 40 pull it to a party.

    This is whats really good about open world dungeons, the danger behind them, you would go somewhere at level 30 to exp and face dangers on the way to camp and possible NMs then when you get to camp and its working well, and you avoid the danger to get the exp it all feels worth it.

    And lets not forget when you avoid an MPK attempt.
    (3)

  6. #36
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Yea, there has been a huge push for these kind of Open world dungeons that garnered major support and a lot of likes.

    The Devs have ignored it.
    (1)

  7. #37
    Player
    SniperRifle's Avatar
    Join Date
    Mar 2011
    Posts
    639
    Character
    Sniper Rifle
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    Boyahda Tree -

    -Aquarius
    -Garuda
    -where I first performed a Light Skillchain
    -waterfalls that take you to different areas of the dungeon
    -sleepga II
    -low man skill up pts to the skill cap
    -Tree Cuttings, Wisteria Lumber, Boyahda Moss farming

    Plus coffers/chests, xp pts, entrance to Dragon's Aery...

    Compare this to say... TamTara Deepcroft for instance? I was just there for the first time not even an hour ago and explored the basement... Absolutely no purpose whatsoever to ever go back to that place. Really hoping there is something to do there once 2.0 comes.

    The tombs reminded me of King Ranperres Tomb but, there was actually stuff to do in KRT;

    -Spook and like 3+ other NMS that dropped great gear for lowbies
    -only way to get to King Arthro
    -Several San d'Oria missions take place in this zone
    -Vrtra
    -XP'd in the basement a few times for high 60-low70 jobs.
    -Eyes for Optical Hat

    I know 2.0 is going to fix everything but what was going through the dev/producers head when they created not 1, but dozens of areas with absolutely no purpose other then an Aetheryte node to make transportation there easier. Same could be asked for a lot of things that this game had at launch, but 1 yr #months later and still, Tama Tara is useless... I'll cut this rant short and just assume that up until 2.0 arrives, Tam Tara will have still remained as unused space. (You might be able to do leves here but I'm not 100% sure, and maybe some Gridania quests I haven't done yet. I might actually go and see if there is one cause I would like to have a reason to go back.)

    I just hope I never see anything like this again in 2.0. And that every little corner of land serves more purpose then just eye candy, but a puzzle, or lore, or a quest, or a NM, or exp parties, or a chest, or loot, or an achievement, or currency, or a skill/ability, or danger, or a trap, or safety, or a secret can be found instead. For open-world dungeons anyways...
    (6)
    Last edited by SniperRifle; 12-31-2011 at 12:35 AM.

  8. #38
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    For your viewing pleasure:

    http://forum.square-enix.com/ffxiv/t...light=petition

    someday, they will have to address this issue..
    (0)

  9. #39
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    I would love to see the zones have a purpose in 2.0 Every place in FFXI had a reason for you to be there. Hell I went to a few dungeons in La Noscea last night. Stepped in, got the aetheryte gate and left. There's literally no reason for me to even be there. Why waste my time? Content that's not kill X bunny's for rabbit tails please. This is not a crappy Korean MMO or WoW.
    (1)

  10. #40
    Player
    CrstyCaptin's Avatar
    Join Date
    May 2011
    Posts
    155
    Character
    Immortal Lala
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Hoping they give areas a purpose or theme when 2.0 comes. I remember spending hours in SSG farming angel hair (pre RMT take over). Man that place was awesome as a 75 thf. Made tons of cash and felt cool soloing NMs. Also picking coffers when astral rings were in Castle Oztroja. Like above, boyahda tree was great for parties, skill ups, farming, NMs, etc. Sure after you play for a few years these places are kinda lame but when we first experienced them they were great. The list of areas goes on.

    I think something they really SHOULD add into the game is stealth (sneak/invis). Yea some people might flame but it allowed you to get into some deeper parts of the dungeon solo or even in a small group. It also sorta saved you some time instead of having to kill EVERYTHING along the way that aggroed and also gave you something to spend cash on (pots/powders). Duno, just a thought.
    (2)

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