

A 4 hour dungeon... 3 times a week for 2 months... I'd do it...
What should be the difficulty level of the dungeon in relation to the ones we have now?
on par with AV/CC? harder?



I like collecting tokens or U/U currency to buy my gear, nothing like Relic that's too hardcore.You actually bring up a good question... something I was pondering
Should a 4 hour raid give the best gear outright...
Have a low drop rate of the best gear
or some system where you have to do this a few times a week for weeks or months to work up to the best gear?
what say you all?


Harder, much much harder, so it will take (taking into account the more hardcore crowd still) atleast 2 months to get a stratagy to beat it, with multiple bosses all requiring a unique stratagy to beat, the armoury system really opens it up to unique stratagies to multiple bosses in dungeons/raids, one boss might need one each DD, 2WHMs and a tank, whereas for another a specific DD could be a liability kind of how MNK/PUG is a liability for Ifrit with sears so your MNK/PUG is required to change before the next boss.
This however would need actions to be ready when you switch class/job (please add this) or change as soon as the previous boss has been killed.
I said that the 200m+ or 2yrs to get relic was a little too hardcore, I would like to see 2-6 months to get the best of the best gear.
I really hope this idea gets to the devs![]()


What if the weapons you earned while "progressing" were still good. Just an example (with 5 "stages"), stage 1 should was meh (available for cheap), stage 2 an "average" weapon (1-2 weeks), stage 3 up with the blue dungeon drops (~1 month), stage 4 about equal to a "lucky" materia'd weapon or even slightly better (and include crafted parts, so the crafters don't get cut out; also should take ~2-3 months, depending on just how "hardcore" you are), and stage 5 (~4-6 months) was slightly better than any available weapon (also with crafted parts).
Definitely harder, but not in a grind-y way. I like how CC requires two separate groups to work together; i'd like to see that play a part in this long dungeon, though not necessarily the ultra-sensitive "kill at same time" objective; maybe like I said in another thread, with the two parties choosing left/right and having to complete up to a certain point in their "path" before the others could progress (should take roughly the same amount of time for both paths unless an error; neither party should be waiting too long). Bosses should be more difficult, again not in higher HP and stronger attacks, but I think some "phases" would be good. Yeah, Batraal's weapons glow and ifrit rages, but I mean like you defeat the first form of a boss and the next one shows up, with completely different strategy required. More "environmental" moves that you have to dodge help make the fight more interesting, but they shouldn't be the only difficult part of the fight (i.e. Ifrit's eruptions). Also something I'd like to point out is that the final room of a dungeon doesn't have to be a single boss with a few little mobs to harass the DD. Especially with 16 people, you could have two bosses, a boss that summons smaller bosses (Kirin), many small bosses that work together (Moogle), two bosses that loose aggro and run toward each other to form a much harder boss--there are so many possibilities that SE could explore rather than just high HP and strong attacks.
Last edited by Mychael; 03-25-2012 at 02:04 AM.


The thing is about relics it was not hardcore, I got mine by being smart Sold all my 10-15 mil + items during inflation had about 200+ mil when done, came back bought everything back for 3 mil and started on my shield. Relics was all about money. The relic only cost 200 + mil if you bought all notes from players if you spent the mil to do every dyna and got all the notes could get a relic less than a year.



I would love to see larger content since we have a linkshell with a lot of people, yet some people aren't very motivated to form 2nd and 3rd groups to do dungeons.
4 Hour Even (Total Possible time, w/ extensions)
Could make it a 1-2 hour Event, Pathing, then Boss.
And 2-3 hour Farm Time (AF, ITems, Currency, etc)
does this sound familiar ladies?
Want, Want Want Want SUper Want Omega Want
Need
Bring Quality Notorious Monsters to FFXIV!
http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz

something to think about 2 words..... server memory...... you cant have a event dugenon runing on server memory core when 10 teams specting to acces a long time big grup events will have same as Dynamics. you will have to buy a item to acces reserve time to enter soo others cant miss your ls event. come on. guys think like smart people first ask then give us something to be competitive like crystal tower.... is goin to be just like old days sky....... open multy alliance PTs goin framing pop items making 2-3pt alliances and fight HNMs then make some NMs and HNMs on the map just like zilar this is the way to progress mAke game interesting for long time connten epics events fights like arc angels kirin



Explain how other MMO's can do this then ?
We aren't playing FF11 and its not 2002 any more.
I am willing to bet that Crystal Tower won't be open world like Sky was, it will be dungeon content similar to Nyzul.
People are using the word "raid" to describe what we have in game at the moment, what we currently have are dungeons, raids are content designed for large groups similar to Dynamis or 10-25 man content in WoW.
Right now we have no raids, I'm sure after 2.0 there will be raid content though.
Last edited by Jinko; 03-24-2012 at 09:39 PM.

As much as I loved dynamis 4 hours is too long for most people. If they release content that last for 4 hours it needs to be designed to fit the hardcore player niche and not be something aimed at everyone. I would like to see content designed along the lines of limbus and salvage. 16 people and 100 minutes is reasonable assuming 2.0 takes off and we get lots of new people in 2013.
Yes it should have NMs and yes it should have puzzles to figure out. Content for all classes should be included.
The problem with the current instances is that they lack and real lore feel to them. This isn't too much a problem now since this stuff mostly seems to exist to keep us busy, but in 2.0 the instances need really be tied into the games lore, and the more epic the instance the more story probgression should be required before you can enter it. I am sure this stuff is comming in 2.0, and I want them to keep charging on that goal.
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