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  1. #1
    Player
    Ath192's Avatar
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    Jul 2019
    Posts
    1,766
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100

    Dungeon and Raids Ideas

    I'd like to submit some ideas of what I'd like to see in a dungeon or maybe a 24 man raid.

    We always linearly move forward and plow through enemies in dungeons and raids but maybe to add novelty to the formula could we perhaps get some dungeons where we are in a defensive position and instead we have to pull back and retreat into increasingly fortified positions as we hold off an attack? The formula of mobs/boss could remain largely similar but the movement would be backwards.

    Lets take lakeland for example, if we got there early and we set up in the forest and fight mobs there until we get overrun (not really but the dungeons animations etc makes us seem overrun) and then we move to the village and so on until we begin to repel the attack and the boss shows up and we kill it and bam, defended. Just an example.

    Similarly could we also add something like instanced Dynamis from FFXI where to breathe new life into the main cities for endgame players we could have a story line where the beast tribes start launching attacks on the main cities and the dungeon/raid location is within the city and we have to fight there. This could also be an instanced beseiged like Aht Urgan had open world besieged and holding off these attacks sounds like a ton of fun. I think it would add variety and a dimension that we do not have to the game and can be implemented in instanced zones like most combat content.

    Something similar to beast tribes could be a garlemald invasion of these cities in an instanced raid since no doubt we will clash with them in the future and it would make sense for them to launch counter assaults or invasions. Stealth or not.

    This would also allow some assets to be re-used since the zones exist.

    I just want something new because the tried and true formula is good but its just more of the same every time, so I hope these ideas are any good or if not maybe to get people thinking about stuff.
    (2)

  2. #2
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    I’m all for fun instances such as that and we got a small taste of it in Eureka ( all be it just as stale as the ladder)

    Dungeons are so bland you’d think Gamefreak made them, and they all ooze style and lore and it just feels like wasted potential when it’s just a corridor or trash and Boss and trashy and repeat

    Raids are harder to pull off due to sheer size and the format is fine as is, as proven since 4.0 had the best showcase of raids yet, if anything it’s the best content in the game unlike the raids which are 4 barley connected platform trials barely different from regular trials besides higher difficulty

    That Lakeland example sounds like tower defense mechanics which I wouldn’t be so down on tbh, but yea I’m down for LITERALLY anything new in this format. With jobs getting easier and content getting looser the instances remained the same if not lesser than ARR, trials are the only thing that’s improved from 4.0 only a matter of time before it gets easier too
    (0)

  3. #3
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,586
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    That would be a cool twist on dungeons. They kinda have that at the start of Amanesis Anyder, where we ride the whale and the monsters come to us.

    Other than that, the idea makes me think of the trash fights in Binding Coil of Bahamut Turn 4 and Turn 7. Elevator fights. Particularly the one in 7 where the elevator moved all over the place, spawning mobs and nodes to fight, for about 7 waves of trash in a row, with some of the monsters being semi-dangerous when it was current.

    Personally I think it'd be cool if they designed split path dungeons where the group splits up. Tank and DPS on one side and DPS and healer on the other or DPS with DPS on one side and Tank and Healer on the other. Would be neat, even if people would hate it. Would just be kinda neat to be forced to engage with the people you're running with and pay attention, rather than having the Tank and Healer being the backbone/requirement to win etc.
    (1)

  4. #4
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    I'd like to see something theatrical, along the lines of the opera house from FF6.
    (0)

  5. #5
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,325
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Vyrerus View Post
    That would be a cool twist on dungeons. They kinda have that at the start of Amanesis Anyder, where we ride the whale and the monsters come to us.
    This would be great for a new type of Diadem. We enter our airship with the FC and then fly to some floating islands. On the way we have to fight against enemys while we are staying on top of our airship. Some people fire cannons, maybe a shield you have to activate like in the Bismarck fight...
    Then we reach at the island, have to fight the monsters there, find some treasures, and when the enemys are dead we switch to our gathering classes...
    And then we go back on our airship and fly to the next island.

    That's how I imagened Diadem would be after the first announcement...

    Hooowever, I would like to have a giant, randomly generated labyrinth. Similar to the floors in the deep dungeons, just a lot bigger and more complex.
    (1)

  6. #6
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
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    1,766
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Yeah I like all of these ideas, including the splitting up people in dungeons if need, like maybe after a boss fight the boss triggers a trap and 2 or 3 random people fall into it while the other one or two team members have to race ahead to disable it before a timer goes off and kills them, the trapped people could also have a set of mechanics helping them stall their doom (lazy ones like press the button shinryu/great hunt style) or more interesting ones like a WASD/arrow key game (Dance dance revolution style) that keeps speeding up as time passes. etc...

    The solution to most people leaving dungeons before even starting would simply be to engineer dungeons to last around the 20-30 minute mark in total. If done correctly, dungeons can have novelty items without making people quit on the spot. Although I would personally argue that no one with a mindset to abandon certain duties if they pop should even consider doing a roulette that might involve that content, and that developers should not stop their creativity or hold back because of what some of the worst players in the game do.
    (1)

  7. #7
    Player
    dialectics's Avatar
    Join Date
    Jun 2020
    Posts
    8
    Character
    Lieutenant Ripley
    World
    Phoenix
    Main Class
    Armorer Lv 80
    I like the idea. Devs could reuse some of the POTD mechanics, adding occassional traps and random events. Don't force people into these dungeons though, make them choose it.
    (0)

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