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.