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  1. #1
    Player
    Astarotha's Avatar
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    May 2017
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    204
    Character
    Astaroth Karnaim
    World
    Leviathan
    Main Class
    Summoner Lv 80

    1.0 dungeon rambling

    been reading a few of the other threads, and a thought occured that hasnt really been looked at from 1.0 and something that might make for a good 4th dungeon going forward, and thats that 1.0 had non instanced 'dungeons' like nanawa mines that could utilise the better aspects of eureka and diadem to make for an overworld area where people could grind for things while fixing the instanced issues of lack of party finder and the ability to grind things inside while waiting on queues (downside is also means this area cant use crossworld functionality without some huge overhaul of duty finder)

    the other thing is while i know everyone hates totorak as it is now, the underlying ideas in a multiple choice dungeon crawl from 1.0 (yes i know 1.0 only had 4 dungeons) could work again going into 5.0 with the new areas, a sort of twist on old ideas, and having one of these longer dungeons on the off patches similar to the HM dungeons on the even ones could be a nice change of pace without straying too far from what does work in the game (of course then youll likely run into the potd/hoh/old msq problem where assholes only ever want to speedrun and must go faster and ignore all the exploration and chests gimping anyone who actively wants to do the content)

    but those are my ramblings and i think the failures the devs have had in diadem and eureka and the dd system may make the things people liked about them resurface in interesting ways in 5.0
    (2)

  2. #2
    Player
    MicahZerrshia's Avatar
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    Aug 2011
    Posts
    2,222
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Yoshida has stated that multiple goals in a dungeon would not work because it would cause too much conflict, esp in roulettes, with different people wanting to go different routes. You can already see that in content like HoH with the ppl who are there for exp vs those who are there for chests.

    Also, the set up and multiple goals of the dungeons in 1.x nearly everyone hated because it only increased the amount of times you needed to do the same dungeon, it got super old and super stale, super fast, esp the speed run aspect. The only possible way they could do this would be to only make it accessible by pre-formed pts and never touched by roulettes. But if you are going to do that, may as well just make different dungeons so its still playable down the line and more interesting.

    I would like open world dungeons like Shposhae and Carpathia Hallow or w/e it was called. But they shouldn't be anything like Diadem or Eureka. Both of those need to never be spoken of again. idk what good aspects you are even talking about as I don't think either really has any...
    (4)

  3. #3
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    1.0 is dead and it was terrible. Keep it all buried.
    (4)

  4. #4
    Player
    Ramesses's Avatar
    Join Date
    Aug 2011
    Location
    Sharlayan
    Posts
    1,393
    Character
    Prince Nuada
    World
    Diabolos
    Main Class
    Reaper Lv 70
    Quote Originally Posted by van_arn View Post
    1.0 is dead and it was terrible. Keep it all buried.
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    (6)

  5. #5
    Player
    van_arn's Avatar
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    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ramesses View Post
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    But it was still terrible. Just seeing that UI gives me flashbacks. *shudder*
    (1)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,844
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by van_arn View Post
    1.0 is dead and it was terrible. Keep it all buried.
    Taking every poorly performing package solely as a package deal doesn't allow for any meaningful analysis or, thereby, improvement. Eureka was, on the whole, lackluster at best. Does that make even its terrain art a problem? No. The parts that were problematic, by interaction or in themselves, were the problems. You can identify the patterns that caused those issues, but until then, anything less circuitous or any less precise is going to be inaccurate and not only useless, but outright harmful to beneficial changes in design concept and iteration.

    And in this case, 1.x as a package is absolutely irrelevant to the discussion. We are merely talking about (1) public dungeons, which happened to be useful as leveling, hunting, and/or challenge spaces in 1.x, and (2) dungeons which are not purely linear.

    Quote Originally Posted by Ramesses View Post
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    And I personally preferred the pre 1.17 vision, had it just been given the same influx of staff and funding that 1.17 and onward had. Though, I'm not sure I'd sacrifice the current combat philosophy for it.

    Quote Originally Posted by van_arn View Post
    But it was still terrible. Just seeing that UI gives me flashbacks. *shudder*
    I mean, back then I could /command shortcut everything, or even just hit my middle mouse button and then blind-scroll to where I knew stuff to be, keeping literally everything within a click and a few sfx ticks. There were no item-drag turn-ins; no need to fish special items from your inventory or click on small quest item indicators.

    Honestly, I preferred 1.x's menu over 2.0's original menus. It looked cleaner and, for one who'd already used the 1.x menus a handful of times, more intuitive in its all-in-one fly-out sidebar than the permanently on-screen buttons.

    _____________________________________

    Now, on topic (@ OP) ....

    There's really not much to being a public dungeon than being a distinct area. Mechanics, rare mobs, NMs, or virtually anything else you could think of a given area having might or might not be a part of that. I'd argue that the cyclops area in Anemos is probably just as distinct to most players as, say, Nanawa Mines was back in the day, though less than original Sashtasha, due to its layers of increasing difficulty, treasure clues, patrols, and the like. To all intents and purposes, we're kind of using them already, and anything that would improve upon their design can and should be applied elsewhere as well to some degree; we shouldn't have to keep the all but those areas of the world barebones just to call distinction to those areas that (make best) use (of) the added mechanics or whatnot.

    There are tons of possibilities, and I'd gladly join enthusiasts in talking and salivating over those prospects, but it arguably shouldn't feel like a new feature. It should just feel like XIV finally learning to make use of their terrain for something other than mob-grinding, NM-grinding, and FATE-grinding.
    (1)
    Last edited by Shurrikhan; 10-12-2018 at 11:19 AM.

  7. #7
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Something people seem to forget whenever "open world content" gets brought up is hunts. People hate them. They aren't fates, they arent instanced, yet the community largely despises them. Why? Because you have to be there when the hunt is active to get credit.

    Now lets take an open world dungeon. It has boss inside. Someone kills it. Now you can't until it respawns. Now there is a large group there. Ok, now you have the problem with hunts, either people pull whenever it spawns and a large group miss out on loot, and you have people whining about early pulling and all that garbage again, or you reduce it to being claimable, where only 1 party gets loot. then you have bots and trolls lining up to control the spawns.

    Fates are a way to make open world content work. This is why they are so heavily used. You get rid of the "fate" and its just a world mob with a despawn timer. Think of them that way instead, if the word "fate" bothers you so much.
    (1)

  8. #8
    Player

    Join Date
    Aug 2017
    Location
    Ul'dah
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    2,057
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Something people seem to forget whenever "open world content" gets brought up is hunts. People hate them. They aren't fates, they arent instanced, yet the community largely despises them. Why? Because you have to be there when the hunt is active to get credit.
    /10char

    (6)

  9. #9
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by KaivaC View Post
    /10char

    http://forum.square-enix.com/ffxiv/t...-community-now

    Biggest thread i could find using limited search query on the forums. There have been countless threads over the years, it looks like you only recently joined, and after hunts mostly died down.

    Plus, there were lots of shouts on mateus after 4.0 of "Balmung has ruined this server, Balmung players early pull, Early pullers are the worst"

    People used to have macros that would target the person the hunt targeted when pulled, call them out in shout, and basically incite mass harassment to that individual, no matter the reason. Hunts used to be more toxic than pvp, and that takes effort.
    (1)
    Last edited by Valkyrie_Lenneth; 10-11-2018 at 09:30 AM.

  10. #10
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Seems like next Eureka instalments will bring something like 1.0 Open Dungeon design, that is based on XI and old MMO stuff.
    (0)

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