Forum Settings
       
1 2 Next »
This Forum is Read Only

Lodestone: Instanced Raids Unveiled! (06/20/2011)Follow

#52 Jun 20 2011 at 3:18 PM Rating: Default
29 posts
LateReg wrote:

I think myself and most people want some of that uniqueness that XI applied to gear, most notably Artifact, class unique armor. Though it got old, it was awesome, and it marked a milestone in your progression. It would be cool if they could bring it back in XIV and expand upon it constantly so we don't get bored. Let's just hope we can get to that point before rage-quitting :(

Edited, Jun 20th 2011 3:43pm by LateReg


Well we will be getting class/job armor that was pushed in the open already, how ever outside of that even 11 fell short on uniqueness every single job played by a skilled person was wearing identical items as those were optimal. Only variation was if you had 5mil or 100mil to spend on you set.

That is were SE probably got the idea for the way HQ armor is now. There are games were you can skin you armor to be pretty and not compromise the effectiveness, 11 was not one of them i used my monk armor for 3 years (be4 cap brake) as nothing better came out then what i had.

I do hope we get the Aion function were you make your armor look like something else, but keep the stats and functionality.

Edited, Jun 20th 2011 5:22pm by TonberyHunter
#53 Jun 20 2011 at 3:29 PM Rating: Default
Scholar
Avatar
***
1,235 posts
A lot of speculation about entry requirememnts (other than the quest pre-req.

Throwing my idea hat in the ring with despectacled crystals being used somehow.
____________________________


"Don't take it personally man, white knights would eat a can of **** if the label said SE on it. If anyone dared mention that it was not a good product, they'd just argue if someone can't appreciate the subtle nuances in the ****, they should just go back to eating lolrealfood, cuz the devs prolly know more about canning food than they do."
#54 Jun 20 2011 at 3:41 PM Rating: Decent
**
660 posts
KaneKitty wrote:
LateReg wrote:
I think myself and most people want some of that uniqueness that XI applied to gear, most notably Artifact, class unique armor. Though it got old, it was awesome, and it marked a milestone in your progression. It would be cool if they could bring it back in XIV


They have announced that they are doing just that, at least, and even released a few sketches of the "artifact" armour designs (Dark Knight and Black Mage). So I don't think there's anything to worry about with regard to endgame armour, aside from when it will finally come.


Therein lies the problem with FFXIV so far... by the time the game is worth playing, at this rate, it will be outdated and outdone in every category it competes in. If they don't get off their *** and make major changes soon no onw will want to play it. It's not the player's fault SE is releasing updates as small and slowly as they have been, I hate the excuse" well they're just trying soooo hard!" They're a multi-million dollar company. If they're having trouble keeping up it's because they don't give a **** enough to make a difference.
____________________________


#55 Jun 20 2011 at 3:45 PM Rating: Decent
***
1,636 posts
Kashius wrote:
I hope they:

- add something that will encourage people to temporarily switch to a (low-ish Rank) DOH class to get nodes needed to unlock an area in the instance/summon an optional boss/obtain crafting resource/ingredient for materia/get a good old cosmetic item



I liked most of your ideas except for this one. My reason being, that its neat to have someone feel special because one of their other classes helped out, its a novel idea but it creates a problem, and thats the instance is impossible without someone with that class. We've all seen times when groups simply cant exist without a certain class, RDM/Bard, healers, tanks etc, I think we need to move away from required jobs in game content as much as possible. You're basically only adding an interactive environment spawn that only some people can use.

You can attach that type of thing to optional bosses, but then if the rewards are good enough it basically becomes a must have. I just don't think the costs are worth the benefit, of whats basically a gimmick.
____________________________


#56 Jun 20 2011 at 4:13 PM Rating: Decent
Sage
Avatar
*
197 posts
Surprisingly this hasn't got me excited, almost at all :/

I mean, it's a good thing they're adding raid dungeons and all but I dunno.... Perhaps it's cause just like many other things we don't have in XIV yet, raids and dungeons are maybe one of the minimum standards in MMOs today so it fails to generate the hype in me after all the months since release and after all the wishing and hoping.

I still do expect I'll be having fun with these, don't get me wrong, just not so 'jazzed' about the big reveal on Lodestone.
#57 Jun 20 2011 at 4:17 PM Rating: Default
29 posts
reptiletim wrote:

Therein lies the problem with FFXIV so far... by the time the game is worth playing, at this rate, it will be outdated and outdone in every category it competes in. If they don't get off their *** and make major changes soon no onw will want to play it. It's not the player's fault SE is releasing updates as small and slowly as they have been, I hate the excuse" well they're just trying soooo hard!" They're a multi-million dollar company. If they're having trouble keeping up it's because they don't give a **** enough to make a difference.


QFT. 14 could have been made to scratch long ago not sure what is keeping them, only thing i see that would be holding them back is if employes have been to concerned with family and friends after the quake and are not a productive. am no longer defending SE, i just want a game worth playing before i decide i want to pay some were else, or give up on MMOs.
#58 Jun 20 2011 at 4:40 PM Rating: Default
4 posts
Are they suppose to be adding armor in the 1.8 patch or is this suppose to be coming later on, they said its suppose to be a big triumpent update but all I have seen that there goin to add is auto attack and the dungen crap. We need more info before we can really jump to conclusions and complain about anything. What about the changes to the class systems when is this suppose to be happening does anyone know?
#59 Jun 20 2011 at 4:53 PM Rating: Decent
***
1,636 posts
AragonAragon wrote:
Are they suppose to be adding armor in the 1.8 patch or is this suppose to be coming later on, they said its suppose to be a big triumpent update but all I have seen that there goin to add is auto attack and the dungen crap. We need more info before we can really jump to conclusions and complain about anything. What about the changes to the class systems when is this suppose to be happening does anyone know?


I'm not sure exactly what they've explicitly stated will be in 1.18 at this point, they have said a lot of things are coming by the "end of summer". they're very prone to delays, so I don't anticipate anything until they actually release their notes.
____________________________


#60 Jun 20 2011 at 4:59 PM Rating: Decent
***
3,530 posts
Restyoneck wrote:
Throwing my idea hat in the ring


I'm going to use that from now on: "I'm throwing my idea-hat into the ring!"
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#61 Jun 20 2011 at 5:05 PM Rating: Decent
Scholar
*
136 posts
As long as SE adds their brand of creative flavor to MMO trends i'll be happy with the new content. And even though their alternative style leads to a few hit or miss ideas i have faith they'll be generally positive.

I love that they made the party size, time limit, quests required, and all that junk very clearly defined. The only think i'm still curious about is level caps and the like.

Can't wait to check it out though and i love that i have a reason for pushing to 45.
#62 Jun 20 2011 at 5:38 PM Rating: Default
Scholar
**
626 posts
Kashius wrote:
I hope they:

- add something that will encourage people to temporarily switch to a (low-ish Rank) DOH class to get nodes needed to unlock an area in the instance/summon an optional boss/obtain crafting resource/ingredient for materia/get a good old cosmetic item

- add scripted encounters (Boss appears mid-instance to challenge, gets beat on and disappears. Summons some trashies to cover escape)

- allow for unlimited claims (you get full exp/sp/whatever for every single thing you hit even if you were beating up on something else)

- add encounters that will really make use of AoE abilities (related to above)

- add bosses that can and will wipe parties on the first playthroughs of these instances (no NMs getting beaten within a couple hours of release fiasco...)

- have multiple bosses (like the ones described above)

- add non combat related events (party has to avoid large rocks rolling down a path by ducking into niches in the wall / party has to destroy item that requires a certain amount of damage done in a short time period / puzzles that involve communication to solve (stand here/face that way/follow this path/etc...))

- have boss variety (mega huge/humanoid/animal/laughably small but mighty/boss parties)

- make it so that each mob has a chance to drop something of interest (weapons/armor/materials/ materia)

- have "DON'T DO THAT" spots where curiosity or carelessness gets you jacked up


That's my wishlist for now...Let's make this a good update SE, dig?

-Kash

i personally hope they some day make crafting and field class as just professions, i dont want any of them in my groups, crafting and gathering is too slow and boring, itd just slow us down.
____________________________

#63 Jun 20 2011 at 7:56 PM Rating: Decent
Scholar
*
247 posts
KujaKoF wrote:

I liked most of your ideas except for this one. My reason being, that its neat to have someone feel special because one of their other classes helped out, its a novel idea but it creates a problem, and thats the instance is impossible without someone with that class. We've all seen times when groups simply cant exist without a certain class, RDM/Bard, healers, tanks etc, I think we need to move away from required jobs in game content as much as possible. You're basically only adding an interactive environment spawn that only some people can use.

You can attach that type of thing to optional bosses, but then if the rewards are good enough it basically becomes a must have. I just don't think the costs are worth the benefit, of whats basically a gimmick.


pixelpop wrote:

i personally hope they some day make crafting and field class as just professions, i dont want any of them in my groups, crafting and gathering is too slow and boring, itd just slow us down.


When I said low-ish I was talking 5-10 range, but I see your points. Would it make it better if it was just any of the 3 DOH at R5? But in that case, what would be the point? They could easily just have a sparkly that any class can collect - yea, that's a better idea. Sparkly that you have to find/solve a puzzle or some ish to obtain.

List revised.

-Kash
____________________________
I "BAM!" therefor I AM!
#64 Jun 21 2011 at 12:13 AM Rating: Decent
**
821 posts
yfaithfully wrote:
KaneKitty wrote:
I sure hope so.

Instances just feel so contrived in other MMOs, like Guildleves in FFXIV, really. They're designed to not be very difficult, you jump through some simple hoops, and then you take down a "boss" (who really only takes a couple minutes to kill) and shinies pop out.

If instanced content in FFXIV is more of a challenge - something that comes with objectives like you mention - then I'll be very content.

You clearly haven't played any Cata dungeons.


You clearly seem to have not played with skilled people and/or lack skill yourself. Cata dungeons are a joke, normal and heroic. I can run and MT/Heal w/e in all of them with an alt that never saw any raid instance from the inside easily. Don't even start talking about difficulty in WoW w/o having played Vanilla and Burning Crusade...I'm sick of people acting as if WotLK/Cata had any kind of real challenge and difficulty...they were both jokes compared to the old stuff.

But to stay on topic: I'm excited and look positively into the future. 1.18 promises to be a huge milestone for FFXIV to become what it should have been from the start and it can only get better(considering XIV already reached the bottom it can ONLY get better).
#65 Jun 21 2011 at 8:09 AM Rating: Decent
*
84 posts
Shezard wrote:
yfaithfully wrote:
KaneKitty wrote:
I sure hope so.

Instances just feel so contrived in other MMOs, like Guildleves in FFXIV, really. They're designed to not be very difficult, you jump through some simple hoops, and then you take down a "boss" (who really only takes a couple minutes to kill) and shinies pop out.

If instanced content in FFXIV is more of a challenge - something that comes with objectives like you mention - then I'll be very content.

You clearly haven't played any Cata dungeons.


You clearly seem to have not played with skilled people and/or lack skill yourself. Cata dungeons are a joke, normal and heroic. I can run and MT/Heal w/e in all of them with an alt that never saw any raid instance from the inside easily. Don't even start talking about difficulty in WoW w/o having played Vanilla and Burning Crusade...I'm sick of people acting as if WotLK/Cata had any kind of real challenge and difficulty...they were both jokes compared to the old stuff.

But to stay on topic: I'm excited and look positively into the future. 1.18 promises to be a huge milestone for FFXIV to become what it should have been from the start and it can only get better(considering XIV already reached the bottom it can ONLY get better).

To be fair, a lot of Vanilla WoW stuff -- at least, until Naxx, as I understand it -- were just glorified resist fights and trying to get 15-25 retarded people not to stand in the fire. It felt like herding cats. (Though pre-nerf Scholo was something to behold. That first room could wipe a full raid. Ah, memories.) I never tried BC raiding, as raiding in Vanilla really soured me for the whole thing (too much like a second job I get "paid" for in DKP and purples that will eventually be outdated, anyway), but its 5 mans were challenging but interesting. LK was too easy across the board, and Cata was only 'difficult' initially because they nerfed healing into the ground in an effort to try and teach idiot DPS "how to play". (The result? DPS were still being stupid, but they were dying now, and blaming the healer/getting them kicked. God I hate WoW's community.)

But yeah, back on topic; I'm curious to see how these instances will work. While the days of tank and spank bosses has waned, I'm still trying to envision any bosses in this game that have those types of, "Get out of the bad" mechanics. Wouldn't target locking inherently work against that? Well, it'd be interesting, if nothing else.

Edited, Jun 21st 2011 10:10am by WFSilverKnight

Edited, Jun 21st 2011 10:11am by WFSilverKnight
____________________________
SK:

#66 Jun 21 2011 at 8:26 AM Rating: Decent
**
557 posts
Shezard wrote:
You clearly seem to have not played with skilled people and/or lack skill yourself. Cata dungeons are a joke, normal and heroic. I can run and MT/Heal w/e in all of them with an alt that never saw any raid instance from the inside easily. Don't even start talking about difficulty in WoW w/o having played Vanilla and Burning Crusade...I'm sick of people acting as if WotLK/Cata had any kind of real challenge and difficulty...they were both jokes compared to the old stuff.

No one's ever claimed Wrath dungeons were difficult. I'll tell you what--after you run some of these FFXIV instances, you get back to us and tell us if they took longer, required more strategy, and were more interesting than Cata heroics.
____________________________


#67 Jun 21 2011 at 10:34 AM Rating: Decent
Scholar
**
283 posts
I would love to know how many of you who claim that WoTLK was so easy ever did Fire fighter pre nerf or any of the hard modes pre nerf really. Sure some of them I would not call hard. But they where still fun. And Fire fighter was one of hardest fights I have ever seen in an MMo. Fights like crazy cat lady was not to hard but it really had you on your feet. And wile you are at it show me anything in FFXIV that comes close to anything Vanila WoW had.

I still don't get why people think they can bash a game like WoW that made it. To defend a game like FFXIV that dose not know it is an mmo. It is just sad and makes you look dumb.
#68 Jun 21 2011 at 10:53 AM Rating: Default
Scholar
***
1,523 posts
You can't point out one single fight and have it represent a whole expansion, Sethern79. That's just ...

No one said WoW was easy either. What was written was a comparison between vanilla, burning and wotlk. Considering in WoTLK crowd control was most of time ignored... I would have to agree that is was easier then the previous ones.
____________________________
____(>°°)D_->__(O°°)>-_<(;,,;)>_C-(°°Q)__O~~_t(°°<)_(;o0)___<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_____

#69 Jun 21 2011 at 11:14 AM Rating: Decent
Scholar
**
283 posts
RedGalka wrote:
You can't point out one single fight and have it represent a whole expansion, Sethern79. That's just ...

No one said WoW was easy either. What was written was a comparison between vanilla, burning and wotlk. Considering in WoTLK crowd control was most of time ignored... I would have to agree that is was easier then the previous ones.


Point me to one fight pre WoTLK that took the skill/teem work of a pre nerf Fire fighter. Just 1. was it in AQ40? The hardest fight I recall there was twin emps. could it be Nax? No hard raid sure. Heck geting 40 people to do the dance was fun. But none of it came close to Fire Fighter. I could go on. I would point out a pre nerf Fire Fighter and have it represent all of WoW. It was that **** good.
#70 Jun 21 2011 at 12:08 PM Rating: Decent
***
2,010 posts
The folks who complain about WoTLK were really just talking about 5 mans, not the progression raiding. The 5 man LFD came out halfway through the expansion and were pretty easy because everyone already outgeared the instances. Cataclysm was a bit different because all that raiding gear was back to being bottom tier and we already had the LFD tool for our 5 mans.

So I always find it funny when someone drags up the "faceroll" WoTLK heroics as if that was actual progression content or something.

#71 Jun 21 2011 at 1:25 PM Rating: Good
Scholar
*
121 posts
Oh, I'm in the WoW forums?

I could've sworn I was in the FFXIV forums.....
#72 Jun 21 2011 at 3:19 PM Rating: Good
Scholar
***
1,098 posts
Gridania's Silent Arbor is on of those crystals my rank 30 couldn't get a few months ago there was one shot mobs on the left side.I hope they changed the mobs around that bottle neck.
____________________________





#73 Jun 21 2011 at 10:31 PM Rating: Decent
**
821 posts
Sethern79 wrote:
RedGalka wrote:
You can't point out one single fight and have it represent a whole expansion, Sethern79. That's just ...

No one said WoW was easy either. What was written was a comparison between vanilla, burning and wotlk. Considering in WoTLK crowd control was most of time ignored... I would have to agree that is was easier then the previous ones.


Point me to one fight pre WoTLK that took the skill/teem work of a pre nerf Fire fighter. Just 1. was it in AQ40? The hardest fight I recall there was twin emps. could it be Nax? No hard raid sure. Heck geting 40 people to do the dance was fun. But none of it came close to Fire Fighter. I could go on. I would point out a pre nerf Fire Fighter and have it represent all of WoW. It was that **** good.


Ulduar alone was the reason I gave WotLK a second chance and Blizzard failed to deliver after that. The raid got nerfed after 24h already cause it didn't match their "casual" bring the player not the class theme anymore. On the first day of ulduar being released it was the way it should have been and it got nerfed not a day after already...

And I will name you one fight pre nerf Fire Fighter. Mu'ru pre nerf. There you have it...

Mu'ru actually demanded PERFECT execution of all 25ppl in the raid, while Fire Fighter only demanded you to avoid the Fire while not losing DPS...Fire Fighter actually was a gimped way of a hard mode compared to Mu'ru, cause the only thing that made Fire Fighter hard was the fact that you had to deal max DPS possible, while focusing on movement. Mu'ru demanded movement, max DPS, being aware of your surroundings and FIVE different groups in the raid that focus on a different thing each...THAT'S what I loved...Fire Fighter wasn't half as much fun as Mu'ru pre nerf...so was Fire Fighter not half as much fun as Keal'thas pre nerf...for the same reason as Mu'ru...cause you had 25ppl, but all split into different groups that had to take care of different things.

But yeah...this is ending up in a WoW debate, which shouldn't be the case...

Hurray FFXIV!! xD
#74 Jun 22 2011 at 6:19 AM Rating: Excellent
Scholar
Avatar
***
1,449 posts
http://forum.square-enix.com/ffxiv/threads/14062-Instanced-Raids-Unveiled%21?p=193028#post193028

Quote:
Spoke with the dev. team to get some answers on a few of the questions that have been popping up in the thread.

Are there level restrictions for instanced raids?
There is a minimum level required to enter, but not a maximum level. Therefore, if it’s a level 25 raid, as long as you are 25 or above you will be able to enter.

How often can you enter an instanced raid?
After entering once, you will need to wait a period of time before you can re-enter. (The time has yet to be finalized)

Can you gain SP while battling in raids?
Yes.

What happens if you disconnect while in the instanced raid?
You'll be able to reconnect and rejoin your party. If the party has exited by the time you return, you will be placed outside of the dungeon.

Are four players required to enter rank 25+ raids? And 8 for 45+?
Currently, yes. Rank 25+ raids will require four players to enter, and rank 45+ raids will require a full party of 8. This is a result of the balancing that is done inside of the actual raid, along with ensuring proper load on the servers are maintained. With the release of patch 1.18 we will monitor the comments and feedback from the community and re-evaluate as necessary and implement variations as needed.

But... are these raids gonna be tough? I want a challenge! I CRAVE A CHALLENGE!!!1
Rest assured... When speaking about the current raid dungeons, we can sum it up in one word: difficult.
____________________________


My FFXIV Blog



#75 Jun 22 2011 at 7:20 AM Rating: Default
****
6,898 posts
Quote:
But... are these raids gonna be tough? I want a challenge! I CRAVE A CHALLENGE!!!1
Rest assured... When speaking about the current raid dungeons, we can sum it up in one word: difficult.


This is the part that caught my eye and has me intrigued. They're actually going to be difficult. And while there are a LOT of things SE says that end up being deceiving (or outright fibs), I certainly trust them in being able to make something difficult (hi2u CoP pre-nerfs, AV, Pandemonium Warden). This, combined with all the job changes, could make for some very interesting dungeon runs.
____________________________
Bartel Hayward--- Ultros Server
The Kraken Club <ZAM>
50 WAR • 50 MNK • 50 MIN • 50 GSM • 50 ARM • 50 LTW • 50 CUL • 50 WVR
thekrakenclub.shivtr.com
1 2 Next »
This forum is read only
This Forum is Read Only!
Recent Visitors: 19 All times are in CST
Anonymous Guests (19)