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News & Features Discussion  » [Column] Final Fantasy XIV: A Realm Reborn: Dungeons in Final Fantasy XIV

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69 posts found
  k11keeper

Apprentice Member

Joined: 2/15/04
Posts: 1033

"" "" "" ""

5/20/13 1:19:25 PM#21

I understand why some would be against timed runs but a lot of content in ffxi was timed and if it wasn't it wouldn't have worked well at all and this could be the case in FFXIV as well. Sure it causes a lot of min/maxing but that's gonna happen anyway. Think how different BCNMs, limbus, dynamis, nyzul isle, and salvage etc would be if they were not timed. It forces you to pick the correct path setup and execute your strategy without fail and not just spend hours killing every little thing in the zone. I hope that if you're gonna get rid of timers that you can't raise players or some other severe death penalty otherwise it would make things too easy and just be about who has the most time and not who has the best strategy.

I love the idea that trash mobs aren't so trashy either and take a bit of skill to beat. That will be refreshing for a change. Anymore these days trash mobs are dispatched in a just a few seconds with almost no teamwork, glad to hear that is not going to be the case.

  NaughtyP

Novice Member

Joined: 12/02/11
Posts: 795

5/20/13 2:13:48 PM#22

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

Enter a whole new realm of challenge and adventure.

  Dogblaster

Apprentice Member

Joined: 3/14/12
Posts: 505

5/20/13 2:25:58 PM#23
Originally posted by BadSpock

Did I read right that there will be a down ranking system?

Hopefully they add some incentive for higher-level players down ranking to help out lowbies do runs like this.

Nothing major, maybe something like increased gil ($) for the high level toon helping guildies/friends/randoms through the lowbie dungeon.

I dont want any down ranking/leveling system .. what gw 2 did was pretty big crap. Challange for high lvl players are high lvl dungs/raids ... Its so retarded that game just downlevel me when I go to different zone.

no thanks

  Ryahl

Advanced Member

Joined: 12/10/12
Posts: 44

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

5/20/13 2:43:27 PM#24
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I'm on the record (over at Eorzea) as agreeing with your sentiment.  I'd rather not see a soloable outdoor world with the dangerous stuff tucked into corners.

I'd rather see a dangerous outdoor world with plenty of soloable stuff tucked into corners (city missions, etc.).

But, I think your timeline is backwards.  A group oriented outdoor world is circa 2001... a soloable world is everything post 2008.

Ryahl - writer of eye-bleeders
FFXIV Fansite | TSWGuides
Follow me on Twitter

  stevebombsquad

Hard Core Member

Joined: 3/20/13
Posts: 582

5/20/13 2:45:12 PM#25
Originally posted by BadSpock

Did I read right that there will be a down ranking system?

Hopefully they add some incentive for higher-level players down ranking to help out lowbies do runs like this.

Nothing major, maybe something like increased gil ($) for the high level toon helping guildies/friends/randoms through the lowbie dungeon.

I don't mind as long as the down leveling is optional. That gives people the choice if they want to or not. Hopefully they don't implement the GW2 crap system where it is mandatory. 

James T. Kirk: All she's got isn't good enough! What else ya got?

  nomad440

Apprentice Member

Joined: 5/20/13
Posts: 2

5/20/13 2:46:07 PM#26

Hi All,

Interesting read in all the above comments! Being "in" the whole beta experience (no, don't ask, ^-^), I can see the excitement brewing!

to NaughtyP, I Agree with the point you make about 'Solo", but, also bear in mind that the FF "purists" that have stayed away from previous Final Fantasy MMO's, now also have an option. Having said that, in your defense (in the hopes of halting a flame war NOW), therein lie your choices.

In addition, I'll ask you 1 question: What usually happens during the first 30 -240 min in a regular FF game? Answer that, and you'll have your "Solo" question answered, and your mind put at ease ^-^

to BadSpock, I suggest tuning into the public notes that have been translated from interviews concerning your "topic".

There was a question concerning asking for detail on these things from the readers of the article, Maquiame  raised it,  mystang89 has the answer in his question:

The NDA release is concerning Character Creation and Gridania ONLY, I am happy to comment that Ryahl has done a very concise job of doing just that.:-)

 
  NaughtyP

Novice Member

Joined: 12/02/11
Posts: 795

5/20/13 2:51:21 PM#27
Originally posted by Ryahl
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I'm on the record (over at Eorzea) as agreeing with your sentiment.  I'd rather not see a soloable outdoor world with the dangerous stuff tucked into corners.

I'd rather see a dangerous outdoor world with plenty of soloable stuff tucked into corners (city missions, etc.).

But, I think your timeline is backwards.  A group oriented outdoor world is circa 2001... a soloable world is everything post 2008.

To me, it's not even really about danger, it's about lack of community-building options/tools/gameplay. If the only reason I have to interact with someone is to destroy the hell out of some monsters minding their own business in a cave way off to the side... well it's kind of self-explanatory, is it not? It seems like a very dated way of getting me to interact with others.

Enter a whole new realm of challenge and adventure.

  nbtscan

Advanced Member

Joined: 10/06/06
Posts: 418

5/20/13 2:52:48 PM#28
Originally posted by BadSpock

Did I read right that there will be a down ranking system?

Hopefully they add some incentive for higher-level players down ranking to help out lowbies do runs like this.

Nothing major, maybe something like increased gil ($) for the high level toon helping guildies/friends/randoms through the lowbie dungeon.

There will be a level sync mechanic for dungeons and FATEs.  This is mostly for xp gain purposes.  If you're too high level for whatever content you're tackling, you won't gain xp for it, and in turn, those in your dungeon or FATE group will not either.  Level sync will scale your class level and your gear stats down to a level within the bounds of the content you're participating in.  It won't be like GW2 where if you go back to the starter area as a max level that you get capped down.  It only pertains to dungeons and FATEs.

 

With the exception of dungeons formed from their content finder system, from what I gather you'll be able to still participate in the content without level sync if you choose to do so.  If you want to go into a lowbie dungeon with a few of your level 50 friends and smoke the place to get some gear for one of your lower level classes you'll have that option.  You can still participate in a FATE higher level than the content recommends, however you won't get the associated rewards.  It sounds like they're making level sync mandatory for content finder matched dungeons because dungeons are a primary source of xp in the game, so they don't want folks queuing up with a high level jobs and sapping everyone's xp.

  NaughtyP

Novice Member

Joined: 12/02/11
Posts: 795

5/20/13 3:05:44 PM#29
Originally posted by nomad440

to NaughtyP, I Agree with the point you make about 'Solo", but, also bear in mind that the FF "purists" that have stayed away from previous Final Fantasy MMO's, now also have an option. Having said that, in your defense (in the hopes of halting a flame war NOW), therein lie your choices.

In addition, I'll ask you 1 question: What usually happens during the first 30 -240 min in a regular FF game? Answer that, and you'll have your "Solo" question answered, and your mind put at ease ^-^

 

Considering my avatar is the box of FF1, I know full well what a single-player FF experience is!!! But I recognize that MMO and single-player are different types of games. The point I am trying to make is that watering down group content in favor of more solo gameplay simply detracts from the overall quality of a game. A healthy mix is needed, and group content solely built around combat provides little variety.

Honestly, I'm not trying to pick of FF XIV. I love the franchise. It's just that I expect at some point the formula that we are seeing for MMOs will need to change because I can't see it working forever.

Enter a whole new realm of challenge and adventure.

  Alders

Elite Member

Joined: 1/28/10
Posts: 1643

I cannot fiddle but I can make a great state of a small city.

5/20/13 3:11:33 PM#30
Didn't like time restrictions on certain instances in XI and i don't like em here.  I understand why they had them in XI since players had to actually wait on other groups to finish certain instances (sounds crazy thinking back now), but there's no reason to have them in XIV.
  User Deleted
5/20/13 3:31:47 PM#31
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I feel ya. One instance every couple of levels to grind over and over again is just a sad excuse for group content in what is supposedly a multiplayer game. FFXIV ain't the first or last offender though, so I guess that's for another thread.

  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

5/20/13 3:50:42 PM#32
Originally posted by Wolfenpride
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I feel ya. One instance every couple of levels to grind over and over again is just a sad excuse for group content in what is supposedly a multiplayer game. FFXIV ain't the first or last offender though, so I guess that's for another thread.

We'll have to see how the new guildhest system introduces new (presumably phased) group content to open world.

http://xivpads.com/?1595680
http://guildwork.com/users/murugan

  rommello

Novice Member

Joined: 4/12/12
Posts: 204

hallo ~_~

5/20/13 4:52:42 PM#33

the content is good, other than that the only awesome thing about this game is the engine which i hope they sell to other mmo developers coz i was amazed at the low performance cost of top notch graphics in this engine it was quite something

 

but thats about it, i cud not tolerate tab tab tab 12345 click 12345 more tab & 12345

sorry but near 30 levels of this in phase 1 was all i cud take

hallo ~_~

  ZizouX

Elite Member

Joined: 5/17/11
Posts: 650

5/20/13 4:58:58 PM#34
Originally posted by Wolfenpride
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I feel ya. One instance every couple of levels to grind over and over again is just a sad excuse for group content in what is supposedly a multiplayer game. FFXIV ain't the first or last offender though, so I guess that's for another thread.

There is going to be 16-18 dungeons AT RELEASE.

Other group content will include, PvP battlegrounds and arena type... guildhests, primals, raids, group oriented FATES, group oriented Leves...

 

There's going to be A LOT at launch....

  drivendawn

Elite Member

Joined: 4/17/11
Posts: 857

5/20/13 5:58:19 PM#35
Originally posted by ZizouX
Originally posted by Wolfenpride
Originally posted by NaughtyP

I am going to probably get flamed for this, but I take issue with games that still design their content delivery this way:

"While the outdoor game is, at least in beta, a very soloable experience, the dungeons require teammates working together."

There is something fundamentally wrong with designing a multiplayer game that is predominantly solo content and only promotes working together when you want to do a dungeon. This kind of content delivery is what I expect from a 2001 game, not a 2013 game.

Sorry. I get that a lot of people still want this, but to me it's... uninspired.

I feel ya. One instance every couple of levels to grind over and over again is just a sad excuse for group content in what is supposedly a multiplayer game. FFXIV ain't the first or last offender though, so I guess that's for another thread.

There is going to be 16-18 dungeons AT RELEASE.

Other group content will include, PvP battlegrounds and arena type... guildhests, primals, raids, group oriented FATES, group oriented Leves...

 

There's going to be A LOT at launch....

This ^ ^ ^  There will be plenty of group content not just dungeons. I am glad they are givng a balance of group and solo options.

  Aldous.Huxley

Apprentice Member

Joined: 5/04/13
Posts: 443

5/20/13 6:26:43 PM#36
*Drool...
  NobleNerd

Advanced Member

Joined: 2/08/08
Posts: 429

Try not!
Do or do not
There is no try.

5/20/13 7:34:08 PM#37
  I enjoyed your review. I have played through beta myself and many of your thoughts on the game are close to mine. One thing that can be mentioned is that the game pad functionality is by far the best I have seen in any game... mmo or otherwise! You can become quite fluid with it and as a long time caster/healer in almsot every mmo since FFXI I can say I was more than impressed with it's functionality!!! I healed that dungeon with ease using the game pad the whole time. They need an award for this feature alone. It has taken way too long to actually have someone figure a way to do this in an mmo.
  Vorthanion

Elite Member

Joined: 7/02/11
Posts: 1883

5/20/13 8:18:27 PM#38
Is this going to be yet another modern MMO with no public dungeons at all?  I understand the appeal of instancing, I don't understand the need to make everything instanced.

  Ryahl

Advanced Member

Joined: 12/10/12
Posts: 44

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

5/20/13 8:19:46 PM#39
Originally posted by Xepo
  I enjoyed your review. I have played through beta myself and many of your thoughts on the game are close to mine. One thing that can be mentioned is that the game pad functionality is by far the best I have seen in any game... mmo or otherwise! You can become quite fluid with it and as a long time caster/healer in almsot every mmo since FFXI I can say I was more than impressed with it's functionality!!! I healed that dungeon with ease using the game pad the whole time. They need an award for this feature alone. It has taken way too long to actually have someone figure a way to do this in an mmo.

You really have to give some praise to Square-Enix for designing separate UI's for the keyboard/mouse and controller groups. Neither player-type is being shoe-horned into the other ones UI.

Ryahl - writer of eye-bleeders
FFXIV Fansite | TSWGuides
Follow me on Twitter

  Br3akingDawn

Advanced Member

Joined: 2/01/11
Posts: 1284

5/20/13 10:12:00 PM#40
Originally posted by Alders
Didn't like time restrictions on certain instances in XI and i don't like em here.  I understand why they had them in XI since players had to actually wait on other groups to finish certain instances (sounds crazy thinking back now), but there's no reason to have them in XIV.

uh maybe because the instanced server were full?? I think even big games like WoW back in the days have ques for dungeons because it was full.

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