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I wish FFXIV had a Dynamis event.Follow

#27 Nov 27 2013 at 12:40 PM Rating: Good
TheAnf wrote:
There are lots of events I would like to see eventually added to XIV

Dynamis is one

I'd like to see some version of Sky and Sea, besieged and would also like to see more zones, I feel like XIV there is no point to travel the world at all once you've completed the story.


Just a reminder that Sky,Sea, and Aht Urghan were expansion zones. We'll get more zones added by XIV's first expansion for sure.

Edited, Nov 27th 2013 1:41pm by Catwho
#28 Nov 27 2013 at 12:59 PM Rating: Default
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Viertel wrote:
You mean you want to bring back hours of trash
No.

Thank.

You.

Keep RNG mechanics away thanks.
Edited, Nov 26th 2013 2:54pm by Viertel


I hate to be "that person" but...do you even play FFXIV ARR? lol The funny thing is, Dynamis fits more into ARR than it does in XI (especially current form), especially because of Atomos, which also makes Walk of Echos fit more into ARR than it does in XI.



Catwho wrote:
FilthMcNasty wrote:
I'm kinda curious why they didn't just blow up Vana'diel and remake that instead of Eorzea. Instead, they recreated XIV and in the process; they killed off the highest grossing FF game to date.

/headscratch


They wanted to tell a different story.


A 'Meteor/bahamut" could tell an even more different story within a different story, Vanadiel being gobbled by Atomos and us spat out in an alternate, more HD version was more than possible :p

Edited, Nov 27th 2013 11:02am by Theonehio
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#29 Nov 27 2013 at 1:34 PM Rating: Good
It's deeper than that. In XI, the antagonists are either singular humanoids or beastmen. Any bigger empire thingies are neutral or allies to the Middle Lands. All the other humanoid groups that were antagonistic were extinct (e.g. the Zilart.)

With XIV, they wanted to explore the idea of having an antagonist that is an opposing humanoid empire, comprised of the same races as the three major city states, but with far more technology. (The closest we had in XI was Aht Urghan, but again, they were allies to the Middle Lands.) The Garleands don't have any kind of cognate in XI, and this is what they wanted to play with.

For that to have worked in the lore of XIV, that would have meant either the Far East invading (since their land is getting consumed by the Emptiness) or one of our previously allied neighbors turning on us. Could they have done this? Sure, but it wasn't in the spirit that XI's lore was built on.
#30 Nov 27 2013 at 2:07 PM Rating: Excellent
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Catwho wrote:
It's deeper than that. In XI, the antagonists are either singular humanoids or beastmen. Any bigger empire thingies are neutral or allies to the Middle Lands. All the other humanoid groups that were antagonistic were extinct (e.g. the Zilart.)

With XIV, they wanted to explore the idea of having an antagonist that is an opposing humanoid empire, comprised of the same races as the three major city states, but with far more technology. (The closest we had in XI was Aht Urghan, but again, they were allies to the Middle Lands.) The Garleands don't have any kind of cognate in XI, and this is what they wanted to play with.

For that to have worked in the lore of XIV, that would have meant either the Far East invading (since their land is getting consumed by the Emptiness) or one of our previously allied neighbors turning on us. Could they have done this? Sure, but it wasn't in the spirit that XI's lore was built on.


Would have thought that at least one time, after completing a long difficult battle with a guy wielding a swordcannon, someone would have looked down, picked up the swordcannon and said "Hmm, this could be useful"

Edited, Nov 27th 2013 2:07pm by Valkayree
#31 Nov 27 2013 at 2:08 PM Rating: Decent
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Theonehio wrote:
I hate to be "that person" but...do you even play FFXIV ARR? lol The funny thing is, Dynamis fits more into ARR than it does in XI (especially current form), especially because of Atomos, which also makes Walk of Echos fit more into ARR than it does in XI.


I don't see why you hate it, since 9 times out of 10 you're "that person" and it's just as asinine as this post. You and the others above are trying to argue semantics and you *damn* well know it. There's a dramatic difference in clearing a turn and being guaranteed two pieces of loot, even if it's not the ones you want, and putting *ALL* possible loot in the zone on the trash mobs with 0.0_% droprates. Trying to argue any different is spouting stupid nonsense.

As far as Atomos is concerned, considering he's in *BOTH* games that's not really a good stance for you, is it? There's also the fact that Dynamis doesn't have anything to do with Atomos at all so I'm not even sure why you bothered to bring him up.


#32 Nov 27 2013 at 2:40 PM Rating: Excellent
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FilthMcNasty wrote:
svlyons wrote:
Catwho wrote:
FilthMcNasty wrote:
I'm kinda curious why they didn't just blow up Vana'diel and remake that instead of Eorzea. Instead, they recreated XIV and in the process; they killed off the highest grossing FF game to date.

/headscratch

They wanted to tell a different story.

I'm enjoying the new story and the new world. There's probably enough recycling of old content to milk nostalgia in the entertainment industry already.

90% of ARR is recycled from other games.

And 90% of statistics on the Internet are made up on the spot.
#33 Nov 27 2013 at 3:20 PM Rating: Excellent
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Yeah the difference is it takes 40 minutes to clear 1-4 and maybe 30 for 5 where as dynamis kept you occupied for a little longer, even on farm mode. Generally speaking, the drop rates are about the same: more in dynamis but you had to supply that to 63 other people (realistically more like 30-40). And the trash wasn't a freaking joke. Making an entire turn irrelevant because you can run through is a little boring. Giving incentives to kill the trash without detracting from killing the big bad of the zone is superb dungeon design.

Also, all the loot wasn't put in one zone: it was divided amongst the cities.

Valkayree wrote:
I dont think coil will be the end all be all, fortunately. Eventually something will be released that will surpass it once they raise the level cap.

But right now, in our group, the RNG loves our black mages so much that I have the gloves, boots, bracelet, and ring while our lala blm has hat, chest, gloves, boots, and ring. I have passed on the last three drops because A. I already have them, or B. They are not BiS and I have the Af2 (looking at you, chest and hat). So I have a x3 preference now, which is nice should the pants drop in turn 4. Even stranger however is the fact that over all these weeks, our tanks have one drop collectively. Getting kinda mad at the RNG.

I personally see it that there are many different ways to gear yourself, and we still can't fully agree on what is BiS. So I might run up on a blm in full Allagan with the weapon and be confident that me in my AF2 gear and relic+1 would be just as good. That amount of customizability is one saving grace for uniqueness. Now if only we could dye the AF2 and Allagan and dye multiple colors or mixed colors (like in the multiplayer of Mass Effect III) we would be all set.

Edited, Nov 27th 2013 9:50am by Valkayree


There is a little customization for us but certain pieces have a much higher increase in DPS than others. For instance, as far as BiS:

https://docs.google.com/spreadsheet/ccc?key=0AqG_cUArVwt5dExEVEJIRmJHd2lrczg4cnZxTDVkM1E#gid=39

you can see that Allagan pants are always listed for the crit build. The spell speed build indicates AF2 are better and actually trends towards mythology purchases. Right now I can't use some of my mythology items because I am not ACC capped otherwise. The pants are a huge boost for just about any BLM still using the crit build. Actually, even more so for SMN considering their pet requires higher ACC than they do.

So effectively the pants have turned into something like the AF2 hat or even the AF2 legs in 11: something extremely desirable over other drops for us.

We're on the opposite side of you, only seeing PLD and MNK drops. We received 5 paladin drops on Monday and MNK/WHM (PLD and DRG the previous week) crap from Twintania. I actually have a BLM friend in an entirely different FC with the exact same loot as me as last night who has been running coil for fewer weeks than myself.

The current problem for us is there isn't really a carrot to chase after in the end. T5 drops nothing interesting for us considering it's a one handed weapon and the shield hasn't been confirmed to drop anywhere yet. The neck appears in one of the spell speed builds but if I get another damn accessory, I'm going to cry. I just want to look pretty, OK?

As far as coil not being the end all...well, I'd think again. CT is actually not an upgrade in terms of gear: meant to gear you FOR coil not as a substitute. They have turn 6+ planned already and are going to buff the damage next patch for turn 5 weapons. So they're going to make additions to coil every other patch it seems which means coil is technically the end all be all for perhaps the next 3+ months.

Let's just hope CT drops some really pretty gear.
#34 Nov 27 2013 at 3:31 PM Rating: Default
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svlyons wrote:
FilthMcNasty wrote:
svlyons wrote:
Catwho wrote:
FilthMcNasty wrote:
I'm kinda curious why they didn't just blow up Vana'diel and remake that instead of Eorzea. Instead, they recreated XIV and in the process; they killed off the highest grossing FF game to date.

/headscratch

They wanted to tell a different story.

I'm enjoying the new story and the new world. There's probably enough recycling of old content to milk nostalgia in the entertainment industry already.

90% of ARR is recycled from other games.

And 90% of statistics on the Internet are made up on the spot.


Wasn't a statistic really. I didn't and still don't feel it's necessary to point out every mechanic that XIV borrowed from other games. Been there and done that. As much as some of us like or hate it, it's part of the game. Anyone who plays the game knows what they're doing is the same thing they were doing in a rather large list of other MMOs. My point is that FFXI oddly enough, is absent from that list; only exception being the character race models. The only other similarities are consistent across all games carrying the FF stamp.

I don't care for XIV to be a clone of XI, but I would be lying if I said I didn't expect XIV to build on the knowledge that SE's MMO development department should have gained from the experience. Wouldn't you look back to prior success if your new product wasn't well received? Seems like the obvious first place to look, especially when you're drawing a significant amount of your players from that source already. /shrug
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#35 Nov 27 2013 at 3:46 PM Rating: Excellent
I'd also love to see something like Sky or Sea. However, two structural components of the game so far would keep that from happening:

1) No open-world NMs: The competition to rush to NMs, hold them and/or kill them (while leaving resources open to catch other NMs that pop) is what made Sky fun. No open-world NMs, no competition, no fun... unless Yoshi-P could come up with some other way to replicate that feeling without competition (like instances that spawn and despawn, who knows).

2) We can only join one FC: In FFXI, you could have a social LS, a sky LS, etc. The same could be done in FFXIV, but that's not how the community is currently using linkshells. In fact, I don't know if anyone uses linkshells anymore. I get the feeling that something like Sky would be dominated by just a few huge FCs in XIV, and people in the smaller FCs would never get to touch that content without quitting and grouping with the bigger FCs, which would not be good for the community at all.
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#36 Nov 27 2013 at 3:53 PM Rating: Good
HitomeOfBismarck wrote:
...which means coil is technically the end all be all for perhaps the next 3+ months.

Let's just hope CT drops some really pretty gear.


That's really true. I am looking forward to the Myth increase, and the Treasure Hunting / Beast Tribe content. Soloing for Tomes sounds like a great option. This is from the point-of-view of someone still working just to have AF2 gear to contribute at Coil.

This patch offers nothing in terms of advancement past Coil. Am I correct that the ilvl 95 weapons drop in T5 only? That pretty much will keep 95% of the population striving forward (to the end of Coil). Does anyone even have the Coil weapon drops? I haven't heard of anyone that I know having them.

For the foreseeable future, that appears to be the final step in advancement.




#37 Nov 27 2013 at 4:07 PM Rating: Excellent
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Im hoping not all content is restricted to dungeons only. Sky and sea were zones you coul freely explore with nm to kill for pop items. Dynamis was cool also, just dont make it 3 hours long. Those extended sessions were killing me, especially when you saw 0 drops. Einherjar was cool. My favorite event though was nyzul isle because of its structure and random element. NM's need to be a thing also and not just for FATE. Theres nothing wrong promoting competition between players. Just no okotes drop rates.
#38 Nov 27 2013 at 11:47 PM Rating: Good
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Gnu wrote:
This patch offers nothing in terms of advancement past Coil. Am I correct that the ilvl 95 weapons drop in T5 only? That pretty much will keep 95% of the population striving forward (to the end of Coil). Does anyone even have the Coil weapon drops? I haven't heard of anyone that I know having them.

For the foreseeable future, that appears to be the final step in advancement.


A weapon drop is guaranteed every time at the moment with a piece of loot that also drops. Some are pretty nice but some are rather meh. It reminds me of relic weapons, actually.

They will boost them from their current ilevel 90 stats, yes, which will make them BiS for a lot of classes. But is it pretty? Well I guess that's subjective...but many of us would rather use our glowing weapons than a 'scepter':

http://i.imgur.com/uZpYXTy.jpg

Gives you something to work on, I suppose...if the shield had been reported as a drop.

Anyways, I don't think that number will stay 95% for long. As people obtain more and more AF2 and Allagan, you can expect T5 to be downed more frequently. The fight takes, on average, 16-25 hours to learn. Once it's done, though, that's it. Nothing more to it and nothing much to do.

Edited, Nov 28th 2013 12:51am by HitomeOfBismarck
#39 Nov 28 2013 at 8:04 AM Rating: Default
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The one thing about XI, that I feel made it stand out among other mmo's, was the variety of activities one could participate in at end game. All I've seen in other mmo's is the same system of dungeon running, with little else to accomodate. Although, in truth, dungeon running is all there is in XIV, I have hope that the devs will take notes from XI's end game variety, and introduce more activities to partake in as the game begins to grow.
#40 Nov 28 2013 at 8:22 AM Rating: Excellent
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I find that sentiment toward XI a bit misleading, and oftentimes neglecting the fact all those "things to do" weren't there at its launch, either. The way I see, there are 3 reasons to do any given piece of content: 1) Progress yourself. 2) Help a friend progress themselves. 3) To kill time. 1 and 2 are finite with 3 really being at the whims of your boredom and interest. When I finished Dynamis, Nyzul, Limbus, Einherjar, and Sky, the effectively no longer existed for me because 3 was all that was left. And since they generally carried the "You need x amount of other players" to participate stigma, even if I did perhaps fancy it at a given moment, I'd need that many people to do the same. Basically, vertical progression existed in FFXI before Adoulin or even Abyssea. Poor drop rates and event restrictions seem to have masked that for some folks, though.
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#41 Nov 28 2013 at 8:48 AM Rating: Default
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Keysofgaruda wrote:
Im hoping not all content is restricted to dungeons only. Sky and sea were zones you coul freely explore with nm to kill for pop items. Dynamis was cool also, just dont make it 3 hours long. Those extended sessions were killing me, especially when you saw 0 drops. Einherjar was cool. My favorite event though was nyzul isle because of its structure and random element. NM's need to be a thing also and not just for FATE. Theres nothing wrong promoting competition between players. Just no okotes drop rates.

An ffxiv version of abyssea minus the overpowering buffs is what I want. It had quest content for soloers, xp grind for party grinders, a multitude of regular NM for low man, a good amount of HNM types for full alliance, a unique currency to its content, unique gear sets,repeatable events such as dom ops and bastion, etc.

It would have to have a shorter time expansion option and definite so people don't ignore other content and the drops can't negate every other drop in other content. Say like an hour to do NM or quests, expandable up to three hours max by party grinding trash mobs and an extra hour by killing specific NM. The total time allowed possible set at 4 hours.

My question would be should it be do-able in all zones or have brand new content specific zones just for this?

I guess the other two contents I want to see return in some form are besieged and campaign, server wide across multiple zones. And festival of the hunt(Yes it is not from XI).
#42 Nov 28 2013 at 10:48 AM Rating: Excellent
SistinasAria wrote:
The one thing about XI, that I feel made it stand out among other mmo's, was the variety of activities one could participate in at end game. All I've seen in other mmo's is the same system of dungeon running, with little else to accomodate. Although, in truth, dungeon running is all there is in XIV, I have hope that the devs will take notes from XI's end game variety, and introduce more activities to partake in as the game begins to grow.


FFXI also had a lot of horizontal progression compared to FFXIV at the current point in time. You wanted to do all those things because you could get Kirin's Osode for your WS set from Sky, Homam pants for your TP / Utsu set from Sea, E. Body from Einherjar for your TP set, and Ares hands/feet from Salvage, all for your WAR. In FFXIV there is... Allagan and Mythology gear. Gear is much more narrowly focused and it is going to take time for the game to expand enough to accomodate a similar gear structure, if they even decide to do so.

I don't think FFXI even released with Sky access, that wasn't until Rise of the Zilart. So, for a few months you had only AF gear and a lvl 50 cap. I'm willing to give them time to flesh this out a bit before I /unsub.
#43 Nov 28 2013 at 10:56 AM Rating: Decent
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Catwho wrote:
TheAnf wrote:
There are lots of events I would like to see eventually added to XIV

Dynamis is one

I'd like to see some version of Sky and Sea, besieged and would also like to see more zones, I feel like XIV there is no point to travel the world at all once you've completed the story.


Just a reminder that Sky,Sea, and Aht Urghan were expansion zones. We'll get more zones added by XIV's first expansion for sure.

Edited, Nov 27th 2013 1:41pm by Catwho


I know...I thought we were talking about things we want added from XI?
#44 Nov 28 2013 at 5:22 PM Rating: Good
We are - but I'm sure there was no point in traveling the world in XI at 50 cap once you'd done the storyline in that game, too.
#45 Nov 28 2013 at 6:41 PM Rating: Good
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Catwho wrote:
We are - but I'm sure there was no point in traveling the world in XI at 50 cap once you'd done the storyline in that game, too.


There were open world dungeons and nms, that had stuff people wanted.
#46 Nov 28 2013 at 9:53 PM Rating: Default
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domice wrote:
Catwho wrote:
We are - but I'm sure there was no point in traveling the world in XI at 50 cap once you'd done the storyline in that game, too.


There were open world dungeons and nms, that had stuff people wanted.

Everything in XI was so much more... involved I guess would be the word. **** took mad amounts of time.

Weeks, possibly months to cap a craft in XI. Maybe a day in XIV. If you're good or lucky(perhaps both) or if you knew a crafter to HQ for you, it could be done in a matter of a few hours with a decent stash of allowances. In XI, I remember farming several days for what amounted to 0.3 skill in a craft. The time it took to level a job to cap in XI back then would probably equate to the same amount of time to cap all classes in XIV currently.

The funny thing about XI was that if it were easier to level, I probably wouldn't have even approached what I was able to accomplish in that game. Almost every major milestone... crafting the server second(AH list) HQ Weskit, finishing my Lu Shang quest and dinging 100 fishing and bone, so much more. All done while sitting in LFG. It's probably the only reason I stuck around so long in XI aside from friends I'd made. Even when I couldn't do what I wanted to do, which was level up; I always had a full plate.
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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.
#47 Nov 28 2013 at 11:02 PM Rating: Decent
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TheAnf wrote:
Catwho wrote:
TheAnf wrote:
There are lots of events I would like to see eventually added to XIV

Dynamis is one

I'd like to see some version of Sky and Sea, besieged and would also like to see more zones, I feel like XIV there is no point to travel the world at all once you've completed the story.


Just a reminder that Sky,Sea, and Aht Urghan were expansion zones. We'll get more zones added by XIV's first expansion for sure.

Edited, Nov 27th 2013 1:41pm by Catwho


I know...I thought we were talking about things we want added from XI?


If we are talking stuff we want to see added, I want way more side grades and situational gear, not just one set of gear that is best in class across the board. I would love to have a set of gear that was more suited for maybe speed runs and has like a tons of skill speed and low vit but could use that to speed run dungeons, then have another set of gear that's better for doing hard hitting content like coil and extreme mode primals, then a another set that would be great for solo content..assuming they add in some really challenging solo content that would almost force you to play a class over a job. I just want to see more carrots in front of me not just the one.and with all the different side grades we could get more different play styles now everything just seems so static and linear. But so far I am enjoying it for what it is and giving it leeway cuz it's new. But after one year if they keep this trend I'll more then likely leave
#48 Nov 29 2013 at 1:49 AM Rating: Decent
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domice wrote:
If we are talking stuff we want to see added, I want way more side grades and situational gear, not just one set of gear that is best in class across the board. I would love to have a set of gear that was more suited for maybe speed runs and has like a tons of skill speed and low vit but could use that to speed run dungeons, then have another set of gear that's better for doing hard hitting content like coil and extreme mode primals, then a another set that would be great for solo content..assuming they add in some really challenging solo content that would almost force you to play a class over a job.


Since classes and jobs in XIV are all filling a specific role(at least in the current content), the majority of the gear will be tuned to excel in those specific roles. I don't think the path of progression XIV is taking would work well with sidegrades or gear for other roles. Coil 1, coil 2... ect. They went vertical instead of horizontal. It worked in XI because for half a decade people were led to believe that 75 would be the cap forever.

Derail incoming: I'm still a lil salty about the XI level uncapping. For years they said "We have no plans to increase the level cap in the future". Yeah, yeah... it's just gear but it was also long nights of battling the most notorious of monsters(read: RNG) and overnight it was washed away. Carried away by the surf of salty tears of others just like me Smiley: glare

Anyway, back to your idea... it's not a bad idea, but the gear would probably have to be released with the content it's made for. PvP is a good example. When it's released they will likely have some sort of point system(lets just go ahead and call it honor) to purchase gear tuned specifically to PvP content. Extreme primals will likely drop gear that makes it easier to defeat them. Same stuff you already get +1. Not sure where challenging solo content would come from. Maybe they could work that into something like XI's old BCNM instances. Kill two turkeys with one pebble Smiley: nod
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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.
#49 Dec 01 2013 at 7:48 AM Rating: Decent
Being locked out of real life for 3-4 hours while having to manage a roster of 100+ members at-worst? As a dynamis leader I can assure you that "fun" is not the most fitting adjective for this event.

As a "dynamic" the concept falls flat on its face. You go to a doom&gloom version of the cities where you kill mobs endlessly until the RNG gods grant you your wishes. Sounds like something SE should do once they're on the saving mode financially, looking for ways to conserve resources as much as possible.
#50 Dec 03 2013 at 1:56 AM Rating: Good
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Catwho wrote:
You cannot even go back to old school Dynamis in XI. They changed the event to have a two hour max time limit and to be open access 24/7.

That said, old Dynamis did a lot of things right and a lot of things wrong. The epic scale of it and the idea of turning a normal zone into a dungeon was fantastic. The bullsh*t you had to do - managing up to SIXTY FOUR people at a time (and in reality, closer to 100 members in the big shells) meant that running a successful Dynamis shell was a freaking part time job in and of itself.

If they could have a built in points system for coin drops (like they do with tomes now) to relieve some of the back end paperwork, it might be doable.

Let's see how Crystal Tower runs before we ask for more than 16 people at a time.

I agree with all points.

Dynamis though and besieged, along with campaign, remains, imo, the greatest things SE ever brought to XI. Unfortunately, all three had to be nerfed in a such way that they weren't fun anymore.
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