FF14GILHUB Goal is to Better FFXIV Gil Service,Cheaper Final Fantasy XIV Gil!

FF14GilHub's Idea on Story Dungeons in FFXIV

That would be a lot of fun, and a neat way to add some unexpected elements to the existing dungeon designs.

 

What I'm proposing in the OP is more of a different way to design some dungeons--not to completely replace the current two new dungeons per patch, but to occasionally augment them with something more in-depth than we have currently. Dungeons like this would certainly take a lot more time and effort to develop, so they couldn't be an every-patch type of thing (maybe one released at the midpoint/later in the expansion cycle).

For an illustration of what I mean, I'll try to summarize how a group might progress through Estate of Unrest in EQ2, which is still my gold standard for how a dungeon like this could play out. There are a lot of story elements woven through this whole process, but if I tried adding them in as well, this post would be even more ridiculously long; for some background lore, you can see Unrest Lore.

 

The group zones into a large courtyard in front of a run-down manor house. They have to explore the courtyard and the manor grounds to find several items: a key to the house, some chess pieces, and--dropped from mobs--a few key items.

Once they've found the house key (the other items can be collected later), they can go into the first floor of the manor. Most of the doors are locked, but they can go into the bar, where they have to fight a mid-boss to unlock the manor's back door.

Once they've collected certain of the key items from outside, they can also go into the kitchen to do a ring event (waves of trash mobs that you have to kill quickly before too many spawn and overwhelm you) that unlocks a door on the second floor of the manor.

 

After all of the chess pieces are collected (two from the manor grounds, one from the kitchen, one from the bar), the group can go through the manor back door into the game room and fight a mid-boss for two lever screw key items.

 

These lever screws allow the group to unlock the main doors from the first floor into the manor foyer, but there's a catch: each screw has to be used with a lever on opposite sides of the first floor, and the levers have to be pulled at the same time (and, of course, they spawn enemies when pulled). So the group has to split up and coordinate pulling the levers, and either fight the mobs on the spot or pull them back together and rejoin the group to fight them all at once.

 

Once the levers have been pulled, they can go into the foyer, where they fight a mid-boss before heading to the second floor. Much like the first floor, most of the doors on the second floor are initially locked.

 

Another of the key items from outside allows the group to break down a door into a bedroom, where they have to rescue the ghost of the manor lady from groups of tormenting spirits. Once the spirits are killed, she tells the group about a nursery room.

 

In order to unlock the nursery room, they have to find the ghosts of her father (in another second floor room) and mother (outside in the manor grounds), talk to them, and return with key items they give whoever speaks to them. She will then open the nursery and disappear.

 

Inside the nursery, the group fights a mid-boss to receive an incomplete hymn. They can take this to the conservatory on the second floor and attempt to play it on the piano there, but it fails.

 

To complete the hymn and make it playable, they need to take it to the manor lady's father's ghost, who originally wrote it. At that point, they can then play it on the piano in the conservatory.

 

Playing the hymn starts a ring event, and once that's completed, it unlocks a door into the chapel, which has been taken over by a corrupted priest (mid-boss). Killing him gives a holy symbol key item.

 

With the holy symbol, the group can go back down to the library on the first floor and unlock a secret staircase behind a bookshelf. This leads down into the final part of the dungeon, the catacombs.

 

Once in the catacombs, it's a fairly straightforward route through a few mid-bosses and trash groups to the cavern with the final boss (though some of the trash groups are interesting, since they appear as doppelgangers of your party members and have custom skills and speech).

 

To kill the final boss, the group has to explore the cavern and find the pieces of his skeleton, while in the process hiding from (and, if necessary, fighting off) his ghost as it flies around. Once all of the skeleton pieces are found, the group can take them to the center of the cavern, assemble them, and fight the real form of the final boss.

 

I think I'm probably leaving out a few steps, since I don't actually remember what the kitchen ring event unlocks (maybe the dining room where the father's ghost is?), but that list should give a fairly good idea of what I meant in the OP by longer and more complex dungeons.

 

And replayability/helping new players would be very important things to keep in mind when designing dungeons like this. Part of it comes down to the rewards; EQ2 (at least at the time I played) didn't have anything like tomestones, so all items were directly dropped, and Unrest had a ton of bosses and unique item drops to chase. That alone pretty much guaranteed that people were always up for running it whenever it wasn't on lockout, at least when it was current content.

 

I think a model like that, with unique glamor items, minions, and such would work in the FFXIV context as well. In later expansions, EQ2 did similar things to FFXIV in that various quest lines (mythical weapons, heirloom items, etc.) would require you to revisit older dungeons.

Related News
17
Jul

Final Fantasy XIV New Player: General game review

First a little back story into my days playing MMO's. I played WoW for 4 years, it was the first MMO i had ever played. I raided endgame content as a healer for those 4 years and was positive i would never play a different MMO

25
Aug

FF14GilHub makes FFXIV Gil purchasing a lot easier

FF14GilHub.com has been providing FFXIV Gil over many years, including FFXIV Gil, FFXIV Power leveling PC! You are able to Buy Cheapest Final Fantasy XIV Gil from FF14GilHub.com!

20
May

Final Fantasy XIV Gives A Preview Of Patch 3.3’s Main Story And Dungeons

In addition to new main scenario quests, ffxiv patch 3.3 will also bring with it two new dungeons: Sohr Khai and Hullbreaker Isle (Hard).

06
May

How should I go about getting into Chocobo Racing?

I always feed my chocobo grade 2 feed for stamina if I ran out of stamina last race before reaching the finish line, and max speed if I did not. That's worked very well for me, until I reach rank 35.

26
Sep

Dark Knight Buff in 3.4 ffxiv patch

To me he can even receive put Mind Down debuff too with DArts using Delirium. (but at this point he will the the tollset boy of the pvp xD)

31
Aug

Final Fantasy VI best FF ever

In a lot of respects, FFXIV ARR is a lot like FFIX in that both are full of references and injokes to the FF games that came before it (and even some very obscure non-FF Square titles as well), so much so it starts to become reference-overload at times.

Leave A Reply

FF14GILHUB Top News

14
Feb

The best place to buy ffxiv gil in 2017 must be ff14gilhub.com

We have finished the site revision, now you can visit our site faster and buy ffxiv gil more convenient. And our site now support all platforms like Adroid,IOS and PC.

12
Feb

Year 2017 The best place to buy ffxiv gil FF14GILHUB.COM

Year 2007 is coming,and now Final Fantasy XIV have go 7 year after,tody i will take about which is the best website to buy FFXIV GIL.