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 Dungeoning
Jul 29 2010 
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So is there hardout dungeoning "Raiding" in this FF.

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 Re: Dungeoning
Jul 29 2010 
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Schismo wrote:
So is there hardout dungeoning "Raiding" in this FF.

Come back and ask in a few months. icon_cheesygrin

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 Re: Dungeoning
Jul 29 2010 
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Damn, I was hoping that there would be a bit more info about that. I'd imagine that their dungeon system would be amazing

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 Re: Dungeoning
Jul 29 2010 
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Schismo wrote:
So is there hardout dungeoning "Raiding" in this FF.


Well we know that there will be 'instanced' areas. We know that difficulty changes in parallel to party size, and you can bet your bottom dollar that there will be significant end game content.

Don't know if that answers the question exactly, but if you're thinking of 'Will there be ICC style raids', then yes, athough bigger and better.

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 Re: Dungeoning
Jul 29 2010 
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I'm hoping. SOOO BAD that there will be Raids that wipe ICC from my mind :D
Just the fact that its FF increases the chances of awesomeness.

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 Re: Dungeoning
Jul 29 2010 
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Schismo wrote:
I'm hoping. SOOO BAD that there will be Raids that wipe ICC from my mind :D
Just the fact that its FF increases the chances of awesomeness.


In all fairness, the level 30 Promys from FFXI were more interesting and fun than any instance or raid I've encountered on WoW.

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 Re: Dungeoning
Jul 29 2010 
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Sparx wrote:
Schismo wrote:
I'm hoping. SOOO BAD that there will be Raids that wipe ICC from my mind :D
Just the fact that its FF increases the chances of awesomeness.


In all fairness, the level 30 Promys from FFXI were more interesting and fun than any instance or raid I've encountered on WoW.

I concur.

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 Re: Dungeoning
Jul 29 2010 
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I couldn't get FFXI when it came out so I never got the chance to play it. So I wouldnt know unfortunately. Looking forward to being addicted to XIV though.

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 Re: Dungeoning
Jul 29 2010 
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Promys were like an instanced area that was restricted to a level & gear cap of 30.

It had pretty freaky music, and all the mobs inside were shadows, voids, lost memories etc...

They consisted of several floors, and you would try your best to creep around. Pulling groups was VERY dangerous.

At the top there was a boss which could only be defeated if player took special key items that they would pop at critical stages. (can't remember exactly, but there was one that stunned the boss for x amount of seconds, others that took away its TP etc).

Promys were always good fun, and many people I knew (myself included) always kept a set of level 30 gear, just in case ;)

A better example of FFXI's 'instanced' areas would be Dynamis, but I'm afraid I really can't be bothered to explain that xD

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 Re: Dungeoning
Jul 29 2010 
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Dynamis was pretty much a cooler, shorter, timed version of a early WOW raid. You messed up just a little, and everyone (up to 36 people iirc) would die, half of them instantly. Keep in mind FFXI's mobs could not be evade bugged, glitched, etc in most cases. Only AV ever had that issue, and it was fixed quickly. Played both games since NA release, so when comparing the 2, there are things that were done better than the other on both.
FFXIV seems to be combining the few good parts left in WOW with all of FFXI. Hopefully that will lead to less waiting to play and more playing. Getting a group together for things in FFXI tends to take awhile....I just hope the guild leves system isn't too restricted in terms of amount allowed per day. However, unlimited leves could be just as bad.

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 Re: Dungeoning
Jul 29 2010 
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York wrote:
Dynamis was pretty much a cooler, shorter, timed version of a early WOW raid. You messed up just a little, and everyone (up to 36 people iirc) would die, half of them instantly. Keep in mind FFXI's mobs could not be evade bugged, glitched, etc in most cases. Only AV ever had that issue, and it was fixed quickly. Played both games since NA release, so when comparing the 2, there are things that were done better than the other on both.
FFXIV seems to be combining the few good parts left in WOW with all of FFXI. Hopefully that will lead to less waiting to play and more playing. Getting a group together for things in FFXI tends to take awhile....I just hope the guild leves system isn't too restricted in terms of amount allowed per day. However, unlimited leves could be just as bad.


Yeh i just hope there restricted to a few hours in stead of three damn days and make it so people don't have to wait if another group is in there.

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 Re: Dungeoning
Jul 29 2010 
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Ohhhh one thing to never do was piss of a THF in dynamis.....the dmg they could do to the group was pretty insane....lol

Anyway, to me, my bread and butter was doing the chain of CoP in general. What an awesome chain of quests ( a little lengthy) but the reward was too good for people not to have. When you finished the storyline you felt like you had just accomplished something amazing. Not to mention, I ran through it all without any BLM or WHM at any point...was a hell of a ride hahah


 Re: Dungeoning
Jul 29 2010 
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Whoa, That sounds way cooler than wow raiding. I can't wait even more now.

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 Re: Dungeoning
Aug 01 2010 
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I think what really seperated ffxi endgame events that were similar to wow raids is that they weren't all the same. In wow you raided naxx, go through trash > kill boss, ulduar was the same as was toc (w/o trash) and then icc. It was all the exact same track just with different bosses. In ffxi they were very creative by adding uniquness to their event. What I mean is for example in dyna with time extensions/mobs that spawned trash, salvage had you start naked, sea had you farm items to pop mobs as did sky. So for me this was extremely fun because moving on to another part of endgame didn't mean I would be doing exactly what I had just done in the previous event. This is what really burned me out on wow realizing raiding will always just be raiding and the only real difference in areas is going to be bosses and nothing unique outside of that to set raids apart.

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 Re: Dungeoning
Aug 02 2010 
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lheoric wrote:
I think what really seperated ffxi endgame events that were similar to wow raids is that they weren't all the same. In wow you raided naxx, go through trash > kill boss, ulduar was the same as was toc (w/o trash) and then icc. It was all the exact same track just with different bosses. In ffxi they were very creative by adding uniquness to their event. What I mean is for example in dyna with time extensions/mobs that spawned trash, salvage had you start naked, sea had you farm items to pop mobs as did sky. So for me this was extremely fun because moving on to another part of endgame didn't mean I would be doing exactly what I had just done in the previous event. This is what really burned me out on wow realizing raiding will always just be raiding and the only real difference in areas is going to be bosses and nothing unique outside of that to set raids apart.



Amen. Although some of my 10+ hours at a time spent camping some of the pop item bosses drove me nuts, at least it was usually a good time because everyone would make it fun.


 Re: Dungeoning
Aug 03 2010 
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man this is gunna be bad ass, just gotta get a new graphics card.

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 Re: Dungeoning
Aug 03 2010 
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That said, FFXI had an issue with lots of content / gear never being replaced. Events like Dynamis and Sky, from RoZ (first expansion) are still being actively run because some gear (Assassin Armlet, Duelist Chapeau, kitty pants, etc etc) are still top notch pieces in 2010. On the one hand, I guess it's nice that SE prevented that content from becoming a ghost town after 3 additional expansions. But as a player, running Dynamis for 4-6 hours a week for 3+ years gets a bit monotonous (granted, I stayed in it for the leadership and the community rather than gear or content, but still...). Hopefully FFXIV is able to strike a better balance.


 Re: Dungeoning
Aug 04 2010 
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Pav wrote:
That said, FFXI had an issue with lots of content / gear never being replaced. Events like Dynamis and Sky, from RoZ (first expansion) are still being actively run because some gear (Assassin Armlet, Duelist Chapeau, kitty pants, etc etc) are still top notch pieces in 2010. On the one hand, I guess it's nice that SE prevented that content from becoming a ghost town after 3 additional expansions. But as a player, running Dynamis for 4-6 hours a week for 3+ years gets a bit monotonous (granted, I stayed in it for the leadership and the community rather than gear or content, but still...). Hopefully FFXIV is able to strike a better balance.



QFT

But still as content became more and more on farm the time spent doing it usually ended up being fun as hell because people were less stressed then if it was there first few times. It was funny as hell to see people get eaten alive by Byakko within seconds everytime it would happen lol.


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