I think Toto-Rak with its 3 alternative endings was on the right track.EXCEPT for the fact that Shaula is the only one that allows for 5 chests.
They should make a multi-ending dungeon that allows all endings to have 5 chests with different loot in each chest.
Example: A non-cave... let's say it's a Cornfield maze. You have 5 alternative endings to complete a set of awesome gear for each of the jobs. Gear would also be scattered on the path along the way of course.
A completionist would say they cleared the maze only after he's collected all the gear sets for all the classes and like 150,000 pieces of dark matter. (hahahaha) Speed can be a factor not in the chest itself but perhaps the drop rate?![]()
Last edited by HiirNoivl; 04-13-2012 at 04:15 AM.
I agree with the "just for achievement" idea. A lot of people enjoy getting achievements, so keeping a speed run just for bragging rights would be good for those kinds of players.
I also agree with with what everyone else has been saying so far. Getting the 5th chest should not depend on how quickly a party can blindly run through a dungeon. It should depend on what special tactics you use to get through the dungeon. There's little to no skill with running around, so why should people be rewarded for doing that?
I support the OP, thanks for bringing up the issue, Velhart.
Give us options:
Speed Runs - Keep them for those who like them
Exploration Runs- Rewards finding hidden rooms and clearing all content in general
Story Run- Add NPCs and CS triggers throughout dungeon , test and reward players for attaining lore
I rather enjoy the content, not blaze through it. Not everyone cares about being the first person to have all Darklight pieces and I rather go through a dungeon only a few times a night and have fun instead of speed running through it who knows what in one night.
I believe you are too use to the original FFXIV formula, where everything is given to you in a week and you are bored till the next patch. I did like in FFXI the rewarding factor whenever you obtained something, because it took a lot to get the best gear in the game. FFXIV is stepping in the right direction here, the point of the topic is the process of obtaining it could be handled better.
If anything, speed runs feel lazy and they could of been more creative on how to obtain a tier 5 chest.
Replying to my own post. all 3 of those methods can and should be fleshed out. also , im sure this community can come up with other themes.
i read some on this thread already, lets keep it rolling.
to add to the 3 themes:
SPEED RUN- whatever happened to non-combat skills? why not have STR rolls to force a door open, a THF type to pick a lock and or speed through a door thats about close (lever on the othe side of the door) Detect & Disarm trap checks? all to get through a dungeon faster.
EXPLORATION RUN: lots can be added to this theme. Side passages with challenging content, strong mobs, puzzles/mazes, side bosses, hidden doors (detect hidden roll needed) traps, underwater passages haha
STORY RUN: like i listed in my previous post, put some NPCs in your dungeons, in various situations ofcourse, some being chased , that you have to save, others could be lost behind a hidden or locked door, or a party of NPC adventurers that either need help or turn on you. have KEY NPCs that are necessary to advance the story, and CS triggers that offer eye candy
I know theres CONS to pretty much everything i listed , also i proposed mechanics that would have to be added from scratch, but... therre ya have it. my 2 cents
I would love to see a more objective based versions of the dungeons. I don't care for speed runs, and when. Say objective I mean, optional bosses, and goals like kill every mob in the dungeon, etc.![]()
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I would be in favor of a "kill everything" objective.
Make 5th chest incapacitation on Chimera or MM.
It will effectively stop the SR5C whining & the people whining about never getting to play melee classes.
We can keep the speedrun as an achievement + title.
Last edited by Tezz_Xivectro; 04-13-2012 at 06:02 AM.
There should be hidden rooms and multiple paths, possibly even with different bosses according to which path you take. There are a million different ways to add flavor besides speed runs.
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