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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    First off, I would be assuming you would have to DO STUFF befor getting anywhere, and lots of people are slow on that(like me). Sooo it wont be flooded with people, also what is a world with no people in it?
    (1)

  2. #2
    Player
    GreyJorildyn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Just forget I said anything before this goes back to an instance vs open world discussion that will never end.
    (0)
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  3. #3
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Time Limits in dungeons is fine. What I don't like about the Dark Hold, like some others have already stated, is the fact that if you want that 5th chest, you have run past everything.

    A nice solution would be to handle is like Limbus. Kill key mobs and be rewarded time extensions, or kill key mobs to unlock the gates.
    It would be nice to see some dungeons tied to GC. for every mob kill you get x amount of GC seals

    Anyways I hope the dark hold is the only style dungeon where you're not encouraged to fight your way through.
    (3)

  4. #4
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    I think it would be interesting if the player could set the amount of time they want to spend in the dungeon. While I would like to see U/U gear support Materia to encourage multiple play throughs, I really would like dungeons to evolve into areas with multiple paths, multiple bosses, optional bosses, secret NMs, etc.

    The time limit is good as it allows player to know how much time it takes, however, it's bad because it doesn't allow for the since of adventure.

    I support optional time limits, but really hope dungeons grow
    (0)
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  5. #5
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50
    Nobody will ever do Darkhold again anyways because the drops are, in many instances, equal to or less than equipment that can be purchased off the Markets for around 25k.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    I've been doing dark hold, lots of people do it still, those are all collector items(I like to collect rare/ex gear). I hope the new "dungeons" are going to be good D: You probably get your af gear in em.
    (0)

  7. #7
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Darkhold is kinda fun, but what about a dungeon that starts you off with ten minutes and allows you to earn time extensions along the way?
    (0)
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  8. #8
    Player

    Join Date
    Oct 2011
    Posts
    54
    TWO WORDS

    [SIZE="5"]Dynamic Dungeons. [/SIZE]

    The idea is VERY solid and one that I find to be EXTREMELY enjoyable for someone of ANY level range.

    Games have done this with a difficulty selection at the start of the dungeon, while others have made the dungeon scale to the average level of the group/player.

    I feel that either of these methods or a combination of the two would be an EXCELLENT addition and facelift to the current state of our end game content.

    In dynamic dungeons, various and random Rare/ex gear would drop based on the collective average level of the party. This gear would have random stats and looks depending on the dungeons difficulty and current level range. Since the gear is untradeable, the worry of having too many different kinds of equipment on the market could be avoided.

    At the end of the dungeon, the final fight would have a more predictable set of loot drop that would be much more powerful than the previous gear, but still dynamic.

    Since the end dungeon gear isn't random like the previous drops, a quest system could be put in place to allow the gear to be upgraded in various ways depending on what the players preferences were.

    These quests would more than likely involve revisiting the same dungeon, but instead having to explore an entirely new part of the dungeon that would or wouldnt require the aid of a party depending on what upgrade you were looking to make on the gear.

    For a final upgrade to the gear, you would have to be in a full pt and fight a powerful quest related Boss at the end of the run. '

    I feel that this type of system would allow for maximum content enjoyment, while still catering to the casual crowd, but also rewarding those who work together as a group.

    If you like this idea please like this post. If I get enough likes I will make a PDF and a new post with the PDF in it, visually demonstrating to the devs how this system could work.



    EDIT:

    Just to add on to my idea, I wanted sy that these dungeon could be either open world or instanced. Since the gear drops are random, camping wouldn't be an issue for the initial run through of the dungeon. In order to avoid camping issues for the final boss, a player/party would need to have a repeatable quest flagged in order for the end dungeon boss to appear at all.

    When the boss appears, he can only be attacked by a player/party with the flagged quest.

    To make things even more fair, this repeatable quest could have a set limit of "re-do's" per day or week and as a prerequisite for partys, everyone in the party needs to have the quest flagged in order to have gear drop in their loot list. This allows players to still help fellow LS members or friends even if they don't have the appropriate quest flagged.
    (4)
    Last edited by djjdiss; 01-23-2012 at 04:39 AM.

  9. #9
    Player Biggs's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Rokien View Post
    I enjoy the two bosses on Darkhold, it's fun, however I don't enjoy you just run through everything(no real strategy or adventure). As most of you people know, Darkhold has multiple levels to it. You can look down and see other platforms going places, other bridges and what not. So don't you guys think it would be cool to see other adventures fighting through the depths of the dark? Having multiple instanced nms, along with normal nms? Secret areas?
    I am hoping it goes away and never returns along with the ifrit and moogle fight after the (game) world explodes later this summer. Matter of fact, I hope the darkhold is ground zero for where meteor smacks down. Bring on the Tower thing Yoshi has been talking about.
    (1)

  10. #10
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Rokien View Post
    I enjoy the two bosses on Darkhold, it's fun, however I don't enjoy you just run through everything(no real strategy or adventure). As most of you people know, Darkhold has multiple levels to it. You can look down and see other platforms going places, other bridges and what not. So don't you guys think it would be cool to see other adventures fighting through the depths of the dark? Having multiple instanced nms, along with normal nms? Secret areas?
    yea your right. what would have made DH better would have been to be fighting and have some a$$holes run through and MPK you so that they get the chest. that would def make it better /sarcasm. The SH are open world content so there's that. Im in favor of balanced content. If the dungeon was a massive labyrinth with no map except what you explore then id be in favor of open world.
    (0)

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