




Maybe, now maybe...we can have these things...outside the obtusely limiting dungeons?As much as I loathe puzzles this would be nice. Aren't we supposed to not be able to switch classes in dungeons though? Might be really awkward in a long dungeon to have to do the whole thing as miner just to solve a few puzzles along the way. At least the WHMs would have their work cut out for them keeping you alive.


we already had crafting classes in these "besieged" instances.. and honestly.. it just sucked.
oh god no..


well ok you are right. but on the other hand i dont like the idea of mixing up crafting classes with combat.i only would like that in pvp maybe, where crafters can create siege weapons and so on, and special ammunition.
but as for the classic combats.. i dont like the idea of mixing up crafter and fighter classes. well thats just my taste.. so..
for me a battle is a battle and not a place to craft. so thats why i think it feels so "deplaced" in "besieged" (sorry i forgot the name of that type of battle in FFXIV).. as if SE tried too hard to implement crafting classes in it. for me it wasnt that entertaining. because its a damn battle and not a crafting competition.
i'd like that aspect in a pure adventure game like Broken Sword.. but not for final fantasy rpg.
Last edited by Tonkra; 12-15-2012 at 08:16 AM.

<<this, for most part i'd like to see crafts separate even from hamlets and also keep puzzles seperate, even the cut scenes prior to a battle that involves a party should be b4 the fight for a solo person to see without others having to wait for others to watch it or to be forced to skip it.well ok you are right. but on the other hand i dont like the idea of mixing up crafting classes with combat.i only would like that in pvp maybe, where crafters can create siege weapons and so on, and special ammunition.
but as for the classic combats.. i dont like the idea of mixing up crafter and fighter classes. well thats just my taste.. so..
for me a battle is a battle and not a place to craft.
i'd like that aspect in a pure adventure game like Broken Sword.. but not for final fantasy rpg.

SWTOR did this BUT only as a shortcut. You could go the long way with a full party or use a craft to unblock a road or start up an elevator to skip the long way. Required DOL/DOH isn't a good mechanic.
His yoshi-p description killed me.


The Pit? Impaling spikes? Sounds like the Mortal Kombat pit level. "Finish him!" <uppercut> Fatality!
Last edited by Jennika; 12-15-2012 at 03:11 AM. Reason: Horrible, horrible grammar.

this reminds me of a puzzle!

am i the only one that doesn't like puzzles in a online mmo? i know i can find the negative in anything lmao but i don't mind solo content with it, i don't mind things like diablo fight in ffxi where the ground falls and you need to stand in right spots but in swtor there were puzzles in the endgame and i hated it. mostly the one with the big machine, i still don't know to this day what needed to be done cause the leaders of the group did it ...and that is the biggest issue. i don't feel like part of the group when there is endgame like this. it doesn't really belong in large party content and it takes being on vent or people aren't willing to join the group. lot of annoying things that acure from it being in dungeons. it's one thing having to stand at spots right time like ifrit or having to move a boss to specific spots or he gets no damage output done to him, stuff like that but if it is something where only 1 or 2 people get to be involved i find it pointless and the content isn't usually hard it's usually just verbally talking it threw that makes it challenging.
so in short puzzles yes for solo but no thanks in large scale stuff. who wants other people to figure it out for them anyway or not be part of it cause you take longer to figure it out or forced to read the answer to puzzle on forums. and big yes to everyone in large groups having to know there roles and know when to move from stuff and how to avoid things.
and as others mentioned for the love of God, no jumping puzzles like gw2. they suck. also reality check gw2 turned normal everyday things that every mmo should and usually has and turned it into extra content. ..it's like hey we have maps.. yeah? ok lets make them get 100% of the map as content. and lets sprinkle around jumping puzzles and stupid little items to collect all over the map. bam bam and that is about 65% of the content in that game. exploring is naturally part of a mmo ...you can't just have that and call it content. if you didn't do that in gw2 you only had the dungeon to do over and over and you only had to repeat the same 2 fights only over and over at the time i played for 2weeks and quit fast as hell.
but yeah there should be tricky treats laced along the game for all to figure out, i spent a whole day trying to climb the mountains in attawah in ffxi and it was epic and long and fun. hopefully it's done right and not pointless and more specifically not something that leaders try and figure out themselves while we follow them around.
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