Forum Settings
       
« Previous 1 2 3 4
This thread is locked

Alpha Video #8: Instanced DungeonsFollow

#1 Dec 26 2012 at 11:16 PM Rating: Good
http://forum.square-enix.com/ffxiv/threads/59289-Alpha-First-Look-Video-8-%E2%80%93-Instanced-Dungeons

Join our heroes as they take on the Tam-Tara Deepcroft in the eighth and final installment of our Alpha First Look video series. In this instanced dungeon, adventurers will meet with myriad opponents and obstacles to overcome before they may proceed further. The most spectacular spoils are granted only to those who venture into the deepest depths and emerge victorious.

* The instanced dungeon in this video is designed for low level players. Targeting and actions are demonstrated with the mouse instead of keyboard for greater clarity.

* The battle system is currently undergoing significant revision, including changes to all damage algorithms and the claim system.



Edited, Jan 4th 2013 10:19pm by Wint Lock Thread: lock
____________________________
Our team is like a flock of woodpeckers in a petrified forest. We just need to keep working and keep an eye open for opportunity.

FFXI
Toofar - Asura (Formerly of Lakshmi (Garuda)) - WHM BLM SMN
Rafoot - Asura (Formerly of Lakshmi (Garuda)) - THF SAM BRD
#2 Dec 26 2012 at 11:52 PM Rating: Good
Zone looks interesting enough. Hopefully there is some lore regarding why we are breaking the seals inside the dungeon. Other than that, seems pretty standard, which is ok considering it is a lvl 20 dungeon.
____________________________
Our team is like a flock of woodpeckers in a petrified forest. We just need to keep working and keep an eye open for opportunity.

FFXI
Toofar - Asura (Formerly of Lakshmi (Garuda)) - WHM BLM SMN
Rafoot - Asura (Formerly of Lakshmi (Garuda)) - THF SAM BRD
#3 Dec 27 2012 at 4:46 AM Rating: Good
Scholar
***
2,153 posts
A definite improvement in the zone layout department.
The combat however... well... hmm.
#4 Dec 27 2012 at 8:08 AM Rating: Decent
Scholar
***
3,599 posts
Rinsui wrote:
A definite improvement in the zone layout department.
The combat however... well... hmm.


Combat, however, what?

What can be said in this video that wasn't said in the last thread? What SPECIFICALLY, are you referring to? They don't even have a full hot bar of actions yet, and they have 3 jobs to choose from, none of which are even the slightest bit of a tank.

It looks FINE, it looks better than 1.0, actions are flashier, fights are a good length, it looks fun.
____________________________


#5 Dec 27 2012 at 9:25 AM Rating: Decent
****
4,153 posts
Louiscool wrote:
They don't even have a full hot bar of actions yet, and they have 3 jobs to choose from, none of which are even the slightest bit of a tank.

It looks FINE, it looks better than 1.0, actions are flashier, fights are a good length, it looks fun.

I disagree with the underlined. It took me longer to clear mobs at level 1 then it did for the group in the video to clear trash pulls. It took them less than 40 seconds to down a boss mob. Why would you even need a full hotbar if you couldn't use it all over the course of an encounter anyway?



____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#6 Dec 27 2012 at 9:25 AM Rating: Good
****
4,957 posts
I hope they have "regular" dungeons too... that video lacked the one thing i like about exploring a new dungeon (or area) for the first time..... bumping into another player (someone i already went in there with doesnt count).

like that soulflayer at the end.. would be nice to get that far solo.. and see another player (or two) standing near it afraid to fight it (or tried and failed miserably) then the 2 (or 3) of us decide to team up and take it down).. and in the process you just made 1 (or 2) new friends
#7 Dec 27 2012 at 9:59 AM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
Unless the dungeons are level capped, so then you would need a party to clear them. I think there will be plenty of exploration aside from instanced dungeons.

Edited, Dec 27th 2012 9:59am by Wint
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#8 Dec 27 2012 at 10:18 AM Rating: Good
****
4,957 posts
Wint wrote:
Unless the dungeons are level capped, so then you would need a party to clear them. I think there will be plenty of exploration aside from instanced dungeons.

Edited, Dec 27th 2012 9:59am by Wint



oh im sure there will be plenty of OUTDOOR exploration but everytime dungeon has been mentioned in this game it has always been in the same sentence as "instanced" or "raid" as if SE is doing away with traditional MMO dungeons altogther
#9 Dec 27 2012 at 10:28 AM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#10 Dec 27 2012 at 10:41 AM Rating: Decent
****
4,957 posts
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.



traditional = every place aside from the open outdoors (i.e dungeons) being non instanced.. ie EVERY place in FFXI that wasnt dynamis or limbus,

i.e

garlaige citadel, castle ostroza, beaudeax, eldieme necropolis etc etc all "traditional" dungeons
#11 Dec 27 2012 at 10:59 AM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
Ah I see. Well I don't think places like that existed in 1.0 (I did a bit of exploring, but not as much as others) but I would think some areas like that wouldn't be hard to add.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#12 Dec 27 2012 at 11:05 AM Rating: Default
****
4,957 posts
Wint wrote:
Ah I see. Well I don't think places like that existed in 1.0 (I did a bit of exploring, but not as much as others) but I would think some areas like that wouldn't be hard to add.



so youre saying not a single "indoor" area with monsters that WASNT instanced (or a raid) existed in 1.0?
#13 Dec 27 2012 at 11:05 AM Rating: Decent
Scholar
***
3,599 posts
FilthMcNasty wrote:
Louiscool wrote:
They don't even have a full hot bar of actions yet, and they have 3 jobs to choose from, none of which are even the slightest bit of a tank.

It looks FINE, it looks better than 1.0, actions are flashier, fights are a good length, it looks fun.

I disagree with the underlined. It took me longer to clear mobs at level 1 then it did for the group in the video to clear trash pulls. It took them less than 40 seconds to down a boss mob. Why would you even need a full hotbar if you couldn't use it all over the course of an encounter anyway?





I can agree about the boss mob fight. There weren't many examples of regular enemies but it seemed to be longer than in the levequest video. Also, slim on details but, is this a normal mode dungeon, or hard? I would assume normal.
____________________________


#14 Dec 27 2012 at 11:06 AM Rating: Decent
Scholar
****
9,997 posts
If the balances include making the battles more difficult, then I'm not terribly concerned with the standard stuff we're seeing. Currently, there doesn't seem to be any particular challenge or risk involved with general battle... seems like a lot of the monsters could be solod easily enough. The real question will be, if they do increase the difficulty, will they make the classic SE mistake of confusing difficulty with challenge. The presence of skillful combat is still my primary concern. It's incredibly unlikely that the game will be successful if the game doesn't require an appropriate level of skill.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#15 Dec 27 2012 at 11:17 AM Rating: Good
*
151 posts
I agree that with 3 or more party members, this video definitly looked "Too weak to be worthwhile" as far as enemy toughness goes. Now I know it was said that these dynamics were going to be adjusted, here's to hoping we get some exciting grouping combat schematics. I would hope the more people that enter one of these dungeons as a party the more difficult mobs will be as opposed to solo experiences.

Three people at lvl 20 in a lvl 20 dungeon shouldn't be fighting lvl17-20 mobs/bosses. To me, that just seems like a wasted chance for fun and excitement. Also, bringing back some sort of fighting mechanics such as a SATA > Weapon skill and other multi-role partying combinations that encouraged an engaging battle. Besides just (maybe) putting two or so "Limit Breaks" together equals this more mob dmg or whatever they plan on doing with them.

I also hope most dungeons will not be instanced, I never liked the idea of instanced areas. If I need help with something or a party gets in a bind (maybe needs a raise), it seems like a much less of a chance for player interaction in the areas/zones/dungeons that count the most. Also, glad to hear they will be putting in falling dmg, hopefully it will work both ways, might be an interesting party dynamic with enemy falling dmg?
____________________________


#16 Dec 27 2012 at 11:17 AM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
DuoMaxwellxx wrote:
Wint wrote:
Ah I see. Well I don't think places like that existed in 1.0 (I did a bit of exploring, but not as much as others) but I would think some areas like that wouldn't be hard to add.



so youre saying not a single "indoor" area with monsters that WASNT instanced (or a raid) existed in 1.0?


Not that I'm aware of but I would defer to someone with more expertise. I am admittedly unversed in the end game aspect of 1.0, my highest level was 25 and by the time I reached that I had virtually nobody left on my friends list to do anything with, let alone run an instanced dungeon.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#17 Dec 27 2012 at 11:20 AM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
From media I've seen that I can't link here, this is actually a level 15 dungeon, not a level 20 dungeon. I think they went in with a higher level group just so they could show more of the dungeon and speed up the battles, similarly to what they did with the Levequest video.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#18 Dec 27 2012 at 11:28 AM Rating: Good
Sage
Avatar
**
676 posts
I agree with Wint. They cut between the dragoon and the bard and they were both level 20. I'm not sure what was wrong with that boss battle. It was only level 17 with at least 2 of those 4 players at level 20 pounding on it. It wouldn't expect him to last long with those odds stacked against him.
____________________________
#19 Dec 27 2012 at 11:40 AM Rating: Good
Sage
Avatar
**
676 posts
DuoMaxwellxx wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.



traditional = every place aside from the open outdoors (i.e dungeons) being non instanced.. ie EVERY place in FFXI that wasnt dynamis or limbus,

i.e

garlaige citadel, castle ostroza, beaudeax, eldieme necropolis etc etc all "traditional" dungeons


Wint wrote:
DuoMaxwellxx wrote:
Wint wrote:
Ah I see. Well I don't think places like that existed in 1.0 (I did a bit of exploring, but not as much as others) but I would think some areas like that wouldn't be hard to add.



so youre saying not a single "indoor" area with monsters that WASNT instanced (or a raid) existed in 1.0?


Not that I'm aware of but I would defer to someone with more expertise. I am admittedly unversed in the end game aspect of 1.0, my highest level was 25 and by the time I reached that I had virtually nobody left on my friends list to do anything with, let alone run an instanced dungeon.


Duo, I think the "indoor non-instanced" areas that you are looking for did exist. Tam tara deepcroft (the instanced dungeon in the video) was actually an underground cellar type place you could go and kill mobs that wasn't instanced in any way. You can check out those "underground" areas if you like if you go to the top and highlight the database tab and then highlight zones and then dungeons and those are all non-instanced cave/cellar type areas where you could go to kill mobs. Also, in one of the major patches they did in 1.0, they added beastman strongholds. The ixali one in Coerthas was called Natalan. The Amal'jaa stronghold in Thanalan was called Zahar'ak. They also closer to the end of the major patches added an Imperial stronghold in Mor Dhona called Castrum Novum. Those were all above ground outdoor places just like it or very similar to Castle Ostrozja from XI.
____________________________
#20 Dec 27 2012 at 11:56 AM Rating: Default
****
4,957 posts
swisa wrote:
DuoMaxwellxx wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.



traditional = every place aside from the open outdoors (i.e dungeons) being non instanced.. ie EVERY place in FFXI that wasnt dynamis or limbus,

i.e

garlaige citadel, castle ostroza, beaudeax, eldieme necropolis etc etc all "traditional" dungeons


Wint wrote:
DuoMaxwellxx wrote:
Wint wrote:
Ah I see. Well I don't think places like that existed in 1.0 (I did a bit of exploring, but not as much as others) but I would think some areas like that wouldn't be hard to add.



so youre saying not a single "indoor" area with monsters that WASNT instanced (or a raid) existed in 1.0?


Not that I'm aware of but I would defer to someone with more expertise. I am admittedly unversed in the end game aspect of 1.0, my highest level was 25 and by the time I reached that I had virtually nobody left on my friends list to do anything with, let alone run an instanced dungeon.


Duo, I think the "indoor non-instanced" areas that you are looking for did exist. Tam tara deepcroft (the instanced dungeon in the video) was actually an underground cellar type place you could go and kill mobs that wasn't instanced in any way. You can check out those "underground" areas if you like if you go to the top and highlight the database tab and then highlight zones and then dungeons and those are all non-instanced cave/cellar type areas where you could go to kill mobs. Also, in one of the major patches they did in 1.0, they added beastman strongholds. The ixali one in Coerthas was called Natalan. The Amal'jaa stronghold in Thanalan was called Zahar'ak. They also closer to the end of the major patches added an Imperial stronghold in Mor Dhona called Castrum Novum. Those were all above ground outdoor places just like it or very similar to Castle Ostrozja from XI.



im not sure if i read that first part right but were you implying that, the cellar/save like areas you had the option to enter a non instanced version (where you could explore and possibly happen across other ppl outside your group) as well as make it instanced? in which case Id call that a wonderful idea.. give players options as opposed to just making the game "this way" OR "that way" make the game so that players who choose to play "this way" can play "this way" and those who choose to play "that way" can play "that way"

though it also has a bad side too as Im sure given the option 99% of the players would go for the instanced version as the non instanced version would probably only ever be used by... me (exaggeration) so the likelyhood of running into another players or someone stumbling upon my corpse when i need a raise is highl unlikely
#21 Dec 27 2012 at 11:57 AM Rating: Good
****
4,957 posts
SplatterPattern wrote:
I never liked the idea of instanced areas. If I need help with something or a party gets in a bind (maybe needs a raise), it seems like a much less of a chance for player interaction in the areas/zones/dungeons that count the most.



100% this
#22 Dec 27 2012 at 12:10 PM Rating: Good
Scholar
Avatar
*****
12,709 posts
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.


A traditional dungeon is generally one that's open world with an instanced boss fight area basically you can still interact with the world and people in it rather than being in your own playpen with 6+ others., depending on level range of course. In XI, a good example would be Tu'lia and Al`Taieu, they're open world dungeons but the boss fights (gods) are non-instanced but there's instanced fights in certain areas (Promathia/Ark Angels etc.) I get the appeal of instances but it makes the world feel...pretty dead if your only interaction with people tend to be in the cities. What's the point of a large world if you'll never really bump into the people playing? This is why even though WoW has 928 Million subscribers it never feels like it.

Instance Dungeons aren't really dungeons anymore.

As for the dungeon shown here, yeah..its a low level dungeon but it's also pretty bland but I'll chalk that up to not being the launch version but there's more than enough to show that this definitely looks like they're going into the direction of what every other MMO does these days and its pretty depressing.
#23 Dec 27 2012 at 12:10 PM Rating: Good
*
53 posts
The area looks great. It certainly looks quite easy, but as some people pointed out, it's likely a level 15 dungeon that they ran on level 20 characters for the sake of brevity. I still find the combat a little bit too fast-paced for my taste, but I realize I'm in the minority here, and I can live with that. The flashiness of combat however has me more concerned. I have a hard time telling what's going on, too much going on at once; animations that are too similar one to the other and bright lights popping left and right.

I'm hoping they'll draw out the animations and make them more easily identifiable in the midst of battle, either by making them completely different from each other, or giving them unique sound effects. It would greatly improve the party's ability to work together and cooperate once they bring in limit breaks/combos/skillchains or whatever system they have coming to supplement what's already in place. And longer animation might make it feel like the combat is a tad slower, without actually toning it down, appeasing the old fashioned like me in the process! Smiley: nod
____________________________
FFXI - Bruknar - WAR75 MNK75 BLM75 NIN75 SAM75 WHM75 DRK75 BRD75 RNG75
Lakshmi Server.
FFXIV - Bruknar Dinendal - Istory.
#24 Dec 27 2012 at 12:19 PM Rating: Decent
****
4,957 posts
Theonehio wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.


A traditional dungeon is generally one that's open world with an instanced boss fight area basically you can still interact with the world and people in it rather than being in your own playpen with 6+ others., depending on level range of course. In XI, a good example would be Tu'lia and Al`Taieu, they're open world dungeons but the boss fights (gods) are non-instanced but there's instanced fights in certain areas (Promathia/Ark Angels etc.) I get the appeal of instances but it makes the world feel...pretty dead if your only interaction with people tend to be in the cities. What's the point of a large world if you'll never really bump into the people playing? This is why even though WoW has 928 Million subscribers it never feels like it.




yay someone else who gets it
#25 Dec 27 2012 at 12:28 PM Rating: Good
Avatar
*
82 posts
Bruknarr wrote:
The flashiness of combat however has me more concerned. I have a hard time telling what's going on, too much going on at once; animations that are too similar one to the other and bright lights popping left and right.

Agreed. I've been saying this since the first preview of the combat, it's distracting and over-the-top for basic abilities and spells. It reminds me of a Michael Bay movie where it's "holy crap! explosions!" in the first 10 minutes but after sitting through it long enough you become desensitized from it. This is the 3rd? 4th? preview involving combat and I'm already at the point where I have no opinion other than, "well, it's still pretty looking and it's still flashy....".
____________________________
FFXIV - Goblin - Seraphan Amatsuka
#26 Dec 27 2012 at 12:45 PM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
DuoMaxwellxx wrote:
Theonehio wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.


A traditional dungeon is generally one that's open world with an instanced boss fight area basically you can still interact with the world and people in it rather than being in your own playpen with 6+ others., depending on level range of course. In XI, a good example would be Tu'lia and Al`Taieu, they're open world dungeons but the boss fights (gods) are non-instanced but there's instanced fights in certain areas (Promathia/Ark Angels etc.) I get the appeal of instances but it makes the world feel...pretty dead if your only interaction with people tend to be in the cities. What's the point of a large world if you'll never really bump into the people playing? This is why even though WoW has 928 Million subscribers it never feels like it.




yay someone else who gets it


You realize those of us who "don't get it" might just not agree with you. I can handle a few zones being instanced, the rest of the world is open and your chance encounters will still happen. I don't see how this is different than clicking on a ??? in a zone and being warped to the AA fight. Sure the zone is bigger, but it's effectively the same thing.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#27 Dec 27 2012 at 12:56 PM Rating: Good
Sage
Avatar
**
676 posts
DuoMaxwellxx wrote:
Theonehio wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.


A traditional dungeon is generally one that's open world with an instanced boss fight area basically you can still interact with the world and people in it rather than being in your own playpen with 6+ others., depending on level range of course. In XI, a good example would be Tu'lia and Al`Taieu, they're open world dungeons but the boss fights (gods) are non-instanced but there's instanced fights in certain areas (Promathia/Ark Angels etc.) I get the appeal of instances but it makes the world feel...pretty dead if your only interaction with people tend to be in the cities. What's the point of a large world if you'll never really bump into the people playing? This is why even though WoW has 928 Million subscribers it never feels like it.




yay someone else who gets it


There really weren't THAT many instanced dungeons n 1.0. First there was Toto-rak (low level 30ish, meant for making the 30's easier to grind through) and Dzamael Darkhold (originally meant for a party of 8 lvl 45+ characters). After that they added Cutter's Cry and Aurum Vale, both of which were for parties of 8 lvl 45+ characters. Outside of those, there were no completely instanced dungeons. There were open world places like Castle Ostroja where you can run around and see other parties or people doing stuff. For example, Natalan was used for wolf parties. Those were the main/best ways to level up from 40-50 or use as spiritbind parties to create massive amounts of materia in just a couple hours. That's actually how I made most of my gil when I actually tried to make it. I'm poor when compared to many/most of the other 1.0 players. Other examples of instanced content were primal battles against mobs like Ifrit, Garuda, or Good King Moogle Mog IV. Those weren't actual dungeons. They were just single battles that you enter kill the boss, open a chest and leave. There were per-requisites to entering them though along with different difficulties. Castrum Nova is Mor Dhona was an open world non-instanced stronghold where you could run/fight through all the imperial army and then at the end was a door you could open up and do an instanced battle. That was part of the grand company storyline and also part of the whole dalamud/coming of the 7th umbral era.

When talking about the "originally" part about the above instaned dungeons like cutter's cry, aurum vale, and d. darkhold, they were later changed and allowed parties of 4 or more lvl 45+ characters to enter since they added small chests to open up for AF armor when those were added along with the jobs.
____________________________
#28 Dec 27 2012 at 1:04 PM Rating: Good
****
4,153 posts
DuoMaxwellxx wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.



traditional = every place aside from the open outdoors (i.e dungeons) being non instanced.. ie EVERY place in FFXI that wasnt dynamis or limbus,

i.e

garlaige citadel, castle ostroza, beaudeax, eldieme necropolis etc etc all "traditional" dungeons

Yeah, the dungeons in XI were places where you'd find treasure chests or coffers and couldn't ride chocobo. They were still considered open world as anyone could enter(no level cap restrictions), but they did have instanced elements like ??? for things such as WSNM or they led to other instanced areas like burning circles.

Louiscool wrote:
I can agree about the boss mob fight. There weren't many examples of regular enemies but it seemed to be longer than in the levequest video. Also, slim on details but, is this a normal mode dungeon, or hard? I would assume normal.

If that was hardmode then people will be bored with ARR before their free trial wears off. Accounting for the small gap in the video where the footage moves from one job to the next, that fight took roughly 45 seconds. 15 GCDs for a boss fight is severely underwhelming even if there's a kiddiemode for dungeons.
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#29 Dec 27 2012 at 1:05 PM Rating: Default
****
4,957 posts
Wint wrote:
DuoMaxwellxx wrote:
Theonehio wrote:
Wint wrote:
I'm not sure what you mean by traditional MMO dungeons. Did you play XI? Can you give me an example of one from XI? That's where most of my experience is. If you are merely referring to places not out in the open (ie underground, in ruins, etc) then we will have to wait and see what kind of zones we're given.


A traditional dungeon is generally one that's open world with an instanced boss fight area basically you can still interact with the world and people in it rather than being in your own playpen with 6+ others., depending on level range of course. In XI, a good example would be Tu'lia and Al`Taieu, they're open world dungeons but the boss fights (gods) are non-instanced but there's instanced fights in certain areas (Promathia/Ark Angels etc.) I get the appeal of instances but it makes the world feel...pretty dead if your only interaction with people tend to be in the cities. What's the point of a large world if you'll never really bump into the people playing? This is why even though WoW has 928 Million subscribers it never feels like it.




yay someone else who gets it


You realize those of us who "don't get it" might just not agree with you. I can handle a few zones being instanced, the rest of the world is open and your chance encounters will still happen. I don't see how this is different than clicking on a ??? in a zone and being warped to the AA fight. Sure the zone is bigger, but it's effectively the same thing.



when i said someone else who get sit I wasnt implying that YOU didnt get it as in I had to explain what I meant by "traditional" dungeon.. what I meant is someone else who understand the point/reason of why dungeons SHOULDNT be instanced
#30 Dec 27 2012 at 1:06 PM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#31 Dec 27 2012 at 1:20 PM Rating: Good
****
4,957 posts
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours
#32 Dec 27 2012 at 1:27 PM Rating: Decent
Scholar
****
9,997 posts
Quote:
If that was hardmode then people will be bored with ARR before their free trial wears off. Accounting for the small gap in the video where the footage moves from one job to the next, that fight took roughly 45 seconds. 15 GCDs for a boss fight is severely underwhelming even if there's a kiddiemode for dungeons.


This would be fine if those GCD decisions were critical and success was not guaranteed, but yeah, it's probably not going to be.

DuoMaxwellxx wrote:
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours


I already said as much in your other thread, but that just doesn't work. Players are going to set goals that depend upon the completion of that content. When you force them to choose between giving up on their goals or enduring boring and undesirable requirements to meet them, then you have a recipe for players leaving your game in droves.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#33 Dec 27 2012 at 1:28 PM Rating: Good
Sage
Avatar
**
676 posts
DuoMaxwellxx wrote:
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours


They did their best to combat this by making most of the fights they expected to be popular instanced. This way we didn't all have to fight over claims or anything like that. The issue they ran into, was an old one. The servers they originally made to store/run the game couldn't handle more than 30 or so instances of the same fight at the same time. This caused lots of issues when they released new content when practically everyone in the game wanted to do the same fight and there were waiting ques. It especially hurt when you were trying to learn how to actually do the fight because you'd wait 10-15 minutes to attempt it and wipe in it maybe 5-10 minutes in it and have to wait another 10-15 minutes just to try it out again. God forbid someone in your party d/c while in the battle... That made the re-entry timer be 30 minutes... Often times that would happen with new content b/c of the server instability. I'm confident that they've taken the time to take care of these issues with the alpha though and their new servers. They wouldn't want to repeat the same mistake they made the first time around.
____________________________
#34 Dec 27 2012 at 1:32 PM Rating: Good
Avatar
**
588 posts
Interesting no one has mentioned Shposhae. This was a low level non-instanced dungeon. I thoroughly enjoyed it. I even managed to form some leveling parties there. In large part I believe Yoshi will steer clear of this type of dungeon in 2.0 because people in 1.0 did not use this dungeon. It was mostly visited by level 50 players helping their friends get gear.

I guess we will know for certain when the content finder is implemented if this is something they have even considered. The fact that we know the content finder will cross servers leans in favor of my hypothesis. There may be a same server option if they add content along the lines of what is being discussed here.
____________________________



#35 Dec 27 2012 at 1:40 PM Rating: Excellent
Anterograde Amnesia
Avatar
*****
12,363 posts
DuoMaxwellxx wrote:
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours


What works for you doesn't work for everyone. This silver bullet you think you have really isn't one. I still like the idea of NM's and hope they find a way to implement them, but it's not a deal breaker to me.
____________________________
"Choosy MMO's choose Wint." - Louiscool
The greatest trick the devil ever pulled was to convince the world he didn't exist.
Keyser Soze - Ultros
Guide to Setting Up Mumble on a Raspberry Pi
#36 Dec 27 2012 at 1:47 PM Rating: Good
Scholar
****
9,997 posts
The best way to implement open world NMs would be one which doesn't require competitive claims and retains the "thrill" elements by maintaining the possibility of losing the NM, and making their appearance somewhat unpredictable. So perhaps something like a pop item which causes it to appear for your party somewhere in a zone, and maybe a time limit to kill it.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#37 Dec 27 2012 at 1:50 PM Rating: Good
Sage
Avatar
**
676 posts
kainsilv wrote:
Interesting no one has mentioned Shposhae. This was a low level non-instanced dungeon. I thoroughly enjoyed it. I even managed to form some leveling parties there. In large part I believe Yoshi will steer clear of this type of dungeon in 2.0 because people in 1.0 did not use this dungeon. It was mostly visited by level 50 players helping their friends get gear.

I guess we will know for certain when the content finder is implemented if this is something they have even considered. The fact that we know the content finder will cross servers leans in favor of my hypothesis. There may be a same server option if they add content along the lines of what is being discussed here.


I completely forgot about that one. Most of my classes/jobs were already lvl 50 by the time they added toto-rak and shposhae so the only reason I went in there was to get achievements/kill and NM that was in there. If I remember right, I didn't like the maze like map of shposhae. I do remember hearing how it was a very good place to party lvl/grind in the lower levels. Everyone I knew were already too high though to take advantage of this. Also, people genuinely stuck to the tried and true PL.
____________________________
#38 Dec 27 2012 at 1:55 PM Rating: Decent
****
4,957 posts
Kachi wrote:
Quote:
If that was hardmode then people will be bored with ARR before their free trial wears off. Accounting for the small gap in the video where the footage moves from one job to the next, that fight took roughly 45 seconds. 15 GCDs for a boss fight is severely underwhelming even if there's a kiddiemode for dungeons.


This would be fine if those GCD decisions were critical and success was not guaranteed, but yeah, it's probably not going to be.

DuoMaxwellxx wrote:
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours


I already said as much in your other thread, but that just doesn't work. Players are going to set goals that depend upon the completion of that content. When you force them to choose between giving up on their goals or enduring boring and undesirable requirements to meet them, then you have a recipe for players leaving your game in droves.



and thats what you research said goal before you set it...

for example.. oo that weapon looks cool.... lemme see what I would have to do to get it....


camp 5 mobs to get an item thats 0.1% drop rate thats overcamped and the likelihood of you even FIGHTING that monster is less than the chance of you getting the drop when you DO fight it...


hmm ok I changed my mind Im not even gonna attempt to get that weapon

there.. i didnt giev up on my goal... I decided against it before i even SET the goal... you cant give up on a goal you never set to begin with.
#39 Dec 27 2012 at 1:58 PM Rating: Default
****
4,957 posts
swisa wrote:
DuoMaxwellxx wrote:
Wint wrote:
But then you get people crying about HNMs being over camped, or ???'s being monopolized. This seems like a worthy compromise to me.



i say stuff like that is part of an MMO... if you dont like the overcamped HNMs... dont fight em,... thats the decision i made and it didnt hinder my fun at all.. I sure as **** could find better things to do with my ingame time than spend 3 hours waiting around for an enemy that i wasnt even gonna get the chance to fight to spawn.

but at the same time i thought it was cool that there ere enemies so rare youd only ever see em once every 24-72 hours


They did their best to combat this by making most of the fights they expected to be popular instanced. This way we didn't all have to fight over claims or anything like that. The issue they ran into, was an old one. The servers they originally made to store/run the game couldn't handle more than 30 or so instances of the same fight at the same time. This caused lots of issues when they released new content when practically everyone in the game wanted to do the same fight and there were waiting ques. It especially hurt when you were trying to learn how to actually do the fight because you'd wait 10-15 minutes to attempt it and wipe in it maybe 5-10 minutes in it and have to wait another 10-15 minutes just to try it out again. God forbid someone in your party d/c while in the battle... That made the re-entry timer be 30 minutes... Often times that would happen with new content b/c of the server instability. I'm confident that they've taken the time to take care of these issues with the alpha though and their new servers. They wouldn't want to repeat the same mistake they made the first time around.


lol I remember BCNM fights like that in FFXI when story content just came out.. there would literally be a line of players outside the BCNM waiting for their turn lol
#40 Dec 27 2012 at 2:06 PM Rating: Excellent
Scholar
****
9,997 posts
Quote:
and thats what you research said goal before you set it...


And here's the most critical mistake a game designer can make. "Players should change the way they think and play games, rather than making us designers create better games."

If I want to "kill Kirin extreme" or "get Kirin's magic sword" it doesn't matter what I have to do to get them. I still WANT those things. Goals are not something you set so much as embodiments of desire. You might as well ask people to stop liking pizza and ice cream.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#41 Dec 27 2012 at 2:17 PM Rating: Excellent
****
4,153 posts
Kachi wrote:
Quote:
and thats what you research said goal before you set it...


And here's the most critical mistake a game designer can make. "Players should change the way they think and play games, rather than making us designers create better games."

If I want to "kill Kirin extreme" or "get Kirin's magic sword" it doesn't matter what I have to do to get them. I still WANT those things. Goals are not something you set so much as embodiments of desire. You might as well ask people to stop liking pizza and ice cream.

inb4 Kirin's magic ice cream and pizza
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#42 Dec 27 2012 at 2:21 PM Rating: Default
****
4,957 posts
Kachi wrote:
Quote:
and thats what you research said goal before you set it...


And here's the most critical mistake a game designer can make. "Players should change the way they think and play games, rather than making us designers create better games."

If I want to "kill Kirin extreme" or "get Kirin's magic sword" it doesn't matter what I have to do to get them. I still WANT those things. Goals are not something you set so much as embodiments of desire. You might as well ask people to stop liking pizza and ice cream.



no not really its easy for a child who doesnt know better to say "i wanna be a doctor/lawyer/movie star when i grow up"

thats setting a goal...

now when they grow up how many f them do those things? or how any of them continue to want to pursue those goals when theyre shown what they have to do to achieve them?

infact I recall personally going to an event where someone said "I wanna be XXXX" then one of the people giving the event said "well to be XXXX that requires this, this this this and this... do you still want to do/think you can do that?" that person then quick;y said "nevermind"

its easy to set a goal BEFORE you know what youre getting yourself into/whats required to achieve it
#43 Dec 27 2012 at 2:28 PM Rating: Decent
Scholar
****
9,997 posts
You're missing the point. Once you decide you want something, you have already intrinsically set a goal to get that thing. If you do some research and decide that it's not worth it, then you have abandoned that goal.

It's a game. Players are SUPPOSED to be able to achieve their goals, because that's a big part of what makes it fun. If you want to conceive of a game that isn't fun, by all means, imagine whatever crazy stuff you want.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#44 Dec 27 2012 at 2:33 PM Rating: Good
**
325 posts
I think that since Alpha is just a stress test they had the difficultly dialed down. I would hope you would need a reasonable party set up to complete a dungeon.

They say that all the underground areas like Tam Tara will be instanced dungeons. They have said there will also be openworld things like strongholds. Hopefully there will be a whole bunch of both.

There are benefits to both types but I much prefer like in XI where there was a openworld area but when it was time for a fight that was supposed to be a challenge to a single party you would get a BCNM.

I love meeting people deep within an openworld area who might need/give help or just want to team up but I also like challenging fights that would be no fun if I just brought 25 of my friends and killed it on 2 seconds.

As for rare hard to get items with low drop rates I absolutely love having them in a game. If I want the item but just cannot manage to put in the work to get it I just find the next best item that I can obtain...
#45 Dec 27 2012 at 3:28 PM Rating: Decent
***
1,313 posts
Looks really good. Still no mechanics though :(
____________________________
Eithne Draocht
My IG: archaicmachinery - Friend me!
#46 Dec 27 2012 at 4:47 PM Rating: Good
**
863 posts
Well, it looks pretty... and bland. Then again that is what we've seen so far when it comes to combat imo and I doubt there is any chance it will look any better until they show us a proper fight with "all" jobs and mechanics they have for combat at a proper level.

When it comes to the instanced vs non-instanced content etc I personally prefer non-instanced, but I can see why they use instanced content. However to me it also feels like a dated method that needs to go away and be replaced by something new and better. I am sure there are several different ways of doing it where you would get a good middle ground.

They have the expertise to do it in the world of MMORPG's, but with 1.0 crashing like it did I don't think SE wants to be a forerunner here and risk anything anymore so they are choosing today's standard model. I think instanced content in the scope and way it has been used since WoW launch until today has its days numbered, but I think it will take another Blizzard MMO before it changes again.

I am hoping for a mix of a little bit of both for ARR both for dungeons as well as H/NMs. Either way though... I just wish it was here already so I could explore because it does look so enticing!
#47 Dec 27 2012 at 4:59 PM Rating: Good
Scholar
***
2,426 posts
kainsilv wrote:
Interesting no one has mentioned Shposhae. This was a low level non-instanced dungeon. I thoroughly enjoyed it. I even managed to form some leveling parties there. In large part I believe Yoshi will steer clear of this type of dungeon in 2.0 because people in 1.0 did not use this dungeon. It was mostly visited by level 50 players helping their friends get gear.


yeah i am also surprised no mentioned this, or Copperbell Mines, or Cass Hollow, or Mun-Tuy, or Nanawa Mines, etc etc. 1.0 had at least 2 non-instanced "dungeons" per zone.

I actually did some leveling in Shposhae, and really enjoyed it as well. You got exp, you explored, you got coffer keys, and then you used those keys and got somewhat level-appropriate gear. From a level-design perspective it was great. Maze-like, but not annoyingly so. And i liked that you could walk across the little lakes on lilypad things. And then there was that weird giant mystery clam with all the elementals gathered around it. wtf was that about?

I prefer the non-instanced dungeons with a "boss room" for the most part. Its a good compromise. However, instanced raids are fun in a more structured way. Its more of a "game" and less of a virtual world. Probably because of the timer (which has its pros and cons to be sure). Sometimes i'm in the mood for that kind of more "beat the game" kind of experience. So ideally a balance of both would be nice to see. Is that NDA lifted yet?


Kachi wrote:
The best way to implement open world NMs would be one which doesn't require competitive claims and retains the "thrill" elements by maintaining the possibility of losing the NM, and making their appearance somewhat unpredictable. So perhaps something like a pop item which causes it to appear for your party somewhere in a zone, and maybe a time limit to kill it.


tbh, the open world NMs implemented somewhere between 1.0 and 1.23 worked quite well imo. They respawned fairly quickly, but not on a set timer. Sometimes they'd repop seconds after killing, sometimes it could take upwards of 20min. However, 1.0 had such a small population, so competition was rarely a problem.

Perhaps having all NMs drop some kind of tokens that could be traded in for gear (much like people were trading in NM drops for GC credits...or wait, that worked...so yeah, how about just that?) would cut down on the competitive aspect.



Edited, Dec 27th 2012 6:06pm by Llester
____________________________
monk
dragoon

#48 Dec 27 2012 at 5:10 PM Rating: Excellent
Scholar
***
2,426 posts
DuoMaxwellxx wrote:


no not really its easy for a child who doesnt know better to say "i wanna be a doctor/lawyer/movie star when i grow up"

thats setting a goal...


no, that's called "daydreaming"

DuoMaxwellxx wrote:

now when they grow up how many f them do those things? or how any of them continue to want to pursue those goals when theyre shown what they have to do to achieve them?

infact I recall personally going to an event where someone said "I wanna be XXXX" then one of the people giving the event said "well to be XXXX that requires this, this this this and this... do you still want to do/think you can do that?" that person then quick;y said "nevermind"

its easy to set a goal BEFORE you know what youre getting yourself into/whats required to achieve it



Its like this: You do research BEFORE you set the goal, IN ORDER to set the goal; otherwise, you are not setting a goal. You're just fantasizing.

Fantasy:
"Gee I want a Verethragna...To be Smiting opponents with my Victory! How powerful I would be! How the mithra would swoon at my majesty!"

Accepting reality, setting the goal:
"what? 50 Chloris buds? Wait, HOW many NMs do i need to kill just to pop Chloris once? Oh we can just chest farm the pops? Hmm well sounds tough but i'm gonna go for it!"

1 month later, giving up the goal:
"Wait, I'm actually PAYING to work the Tahrongi Factory Floor? Uh..yeah i'm out guys."

Edited, Dec 27th 2012 6:30pm by Llester
____________________________
monk
dragoon

#49 Dec 27 2012 at 5:32 PM Rating: Good
***
1,173 posts
FilthMcNasty wrote:
inb4 Kirin's magic ice cream and pizza
____________________________
Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

Someone get me Ben and Jerry's on the phone...


I think I have an idea what the ice cream will be like teehee
____________________________
Valion, San d'Oria - Retired
Odin Server
SAM90/PLD90/COR90/BLU90/RDM90/SCH90

Valion Chevalier, Limsa Lominsa
Hyperion Server
50 All Classes

"Please, I have had too much of the stupid today. Please wait until tomorrow to say these things so my tolerance has refreshed."
-New Gold Dreams (another short-lived webcomic)
#50 Dec 27 2012 at 5:37 PM Rating: Good
Scholar
***
3,599 posts
Wint wrote:
From media I've seen that I can't link here, this is actually a level 15 dungeon, not a level 20 dungeon. I think they went in with a higher level group just so they could show more of the dungeon and speed up the battles, similarly to what they did with the Levequest video.


This isn't breaking NDA, because this detail is in the beta roadmap: Level sync is not yet implemented. I don't think this is a level 20 dungeon, but the characters are at level cap.

someone wrote:
Blahblah instanced dungeons


1.0 had tons of non-instanced dungeons. Many were beastmen strongholds, with very tough mobs that dropped coffer keys. They were tiered (bronze silver gold key) and some great stuff would come out of these coffers.

Many of us would regularly solo to farm the bronze key from Natalan to get a chance at Sentinel's armguards because they were the **** and sold well, and were meldable, which made for really great gear. If you wanted higher tiered chests you needed at least 4 if not 8 just to get past the gates in the stronghold, not to mention kill the nms that held them.

These interactions existed in 1.0, I see no reason for them to instance everything. IN FACT, one of the MAIN reasons for 2.0 was because they HAD to instance many things that they would have rathered be open-world, but the graphics engine couldn't display more than 30-40 characters at a time.

One of the endgame events, Hamlet, was designed to be an open-world defense event, like Campaign or Besieged. The engine couldn't handle it so they had to make it an boring instance. They said this and more, that this would be open world in 2.0, etc, they would add additional ones like defending other cities, etc.

The value of instanced content is that the developers can create a contained experience. They can guarantee these enemies wont be killed by another party and tailor the difficulty. I think people should stop yelling 'fire' in a crowded movie theater.



Edited, Dec 27th 2012 6:37pm by Louiscool
____________________________


#51 Dec 27 2012 at 6:14 PM Rating: Excellent
Hmm, first video I have seen lately. I have to agree that the flashies are over-done. Tone down just a bit so we can see what is going on please.

The dungeon looks great IMO. The gameplay does look pretty basic (with 4 lvl 20's putting the beatdown on a 17 boss). I expect the balancing of enemies is currently an ongoing process. I would play the game shown here to get to higher levels with greater challenges.

Let's just hope that the challenge the have in mind is not dodging an Ifrit eruption with a crappy hit box system that is not tuned to the visuals on the screen.

I want to be challanged by the battle, not the UI.
« Previous 1 2 3 4
This thread is locked
This Forum is Read Only!
Recent Visitors: 20 All times are in CST
Anonymous Guests (20)