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    Thread: what do you think about instanced dungeons vs. open world/persistent dungeons?

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      Question what do you think about instanced dungeons vs. open world/persistent dungeons?

      I prefer open world, mew. that increases chance of receiving help, meeting new allies, watching other parties do stuff in dungeons. etc. Well ya if 2.0 has instanced dungeons only, that is okay. There are positive things to that too (no campers swiping your mobs, parties forming a row to wall people from passing through...just kidding on that one, heehee, etc.) Well at least the main world zones will be open persistent world zones. And different parties can cross paths at dungeon entrances and stuff. but ya, one thing that sets Final Fantasy XIfrom most other mmorpgs is open world persistent zones, for even dungeons too, it makes world and community feel more connected and amazing, mew.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      I find myself enjoying open co-op areas and instances more than closed/claim based ones because they are easy to get help for and don't require any shouting whatsoever. You get to an area, there's something going on, and you join the fight. Or you join a queue, and when enough people has queued you just jump to the instance and shoot away.

      Kinda like what campaign tried to be, and what early trials encouraged even if it wasn't specifically designed for that. But way better done.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      ah.... queueing? jumping to instance? oh mew, what about the epicness of traveling, mew? I liked traveling to places like Garlaige Citadel, Korroloka Tunnel, etc. on foot or chocobo than just warping there, mew. Would that warpy stuff reduce natural travels and journey's mew? That would also mean people like in persistent fields being aggroed and stuff, people won't come to the rescue or say hi and stuff because they took the teleport shortcut to some dungeon, so that means less community interaction and less chance meetings.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      You can explore the world when you have time, but with limited time it's queue and warp or you wont get anything done. <_<

      That's one of the XI's aspects that just didn't evolve with the times. When you only have 3 hours to play in a day and you have so many options besides an MMOG like XIV or XI spending 20 mins getting to camp just isn't as nice anymore. Only time to smell the roses is weekends if you are lucky, and that's if you even can with how crowded areas can get sat-sun. XD

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      PS > Let's call it efficient entertainment! \(^-^)/


      Ahhhh, the joys of adulthood... orz

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      I despise warping to everything. Just make a game with a lobby then if you're going to want queues everywhere.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      Considering only Skyrim is worth not fast traveling I don't see why it's a bad thing to have warp to instance. In XI no one appreciated the scenery after they got to a certain level, specially if it was about grinding XP or getting Missions done with a pickup party, which is what we are talking about here. That's not even counting Campaign Battle hunting which had so much pointless running around.

      But it doesn't mean events can't happen that are part of the world (GW2) or quests that require you to travel if you have the time.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      You've apparently never played WoW and seen what Dungeon Finder did to that game.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      Nope, haven't played it beyond a few hours, hated it. But I've played other MMOGs that use queues and warp to instance for said auto-party activities and they worked very well.


      What happened in WoW? <_<

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      Quote Originally Posted by Etra View Post
      You've apparently never played WoW and seen what Dungeon Finder did to that game.
      Dungeon Finder was necessary to fill a gap for those in different time zones or have different play times. You should seriously move to my time zone and then after a month, you can talk about how "Dungeon Finder killed WoW'.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      Quote Originally Posted by Aeni View Post
      Dungeon Finder was necessary to fill a gap for those in different time zones or have different play times. You should seriously move to my time zone and then after a month, you can talk about how "Dungeon Finder killed WoW'.
      I wouldn't care if it just grouped you, but teleporting you directly into the dungeon destroyed open world. Most people didn't even know where the dungeons were and took them 5 or 10 minutes to find it if they died and had to respawn.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      oh ya I agree. But ya, maybe FFXIV won't go to such extremes like WoW did with dungeon warping.

      If they overdo it, it would reduce the value of traveling on foot, using chocobos, etc. mew. Warp scrolls to town and stuff like that is fine, but warps to dungeon entrances would dumb down what's already rare in mmorpgs these days compared to those shallow mmorpgs that are just instanced lobbies/instanced this instanced that. ugh.

      Those instance and warp heavy things shouldn't even be called mmorpgs, more like ORPGs, or shooters.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      The Dungeon Finder in WoW was great for herding sheep. It's not like there's any point to being out in the open world, since it's ugly, and nobody with half a brain cell needs any help with the content. You'll be out there enough discovering new flight paths and plowing through quest locales. On the positive side, it helped expand content accessibility, due to various limitations, and because it's cross-server it can fill a lot of gaps on less populous servers.

      I believe Yoshi-P's intent for FFXIV is to create a system where parties can be organized similarly to the dungeon finder, but the players must still adventure to the dungeon location.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      To be fair, all we know is the content finder is or finding others who want to do the same thing you do - we don't know 100% how it'll work yet.

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      Re: what do you think about instanced dungeons vs. open world/persistent dungeons?

      Quote Originally Posted by Etra View Post
      I wouldn't care if it just grouped you, but teleporting you directly into the dungeon destroyed open world. Most people didn't even know where the dungeons were and took them 5 or 10 minutes to find it if they died and had to respawn.
      It was necessary because of cross-realms. I'm not saying it's a perfect system ... many players didn't like it. However, I didn't mind it at all, because I ended up exploring anyway. The only problems I had was the run back to my corpse if we wiped in raids, because I hardly raided, but dungeons were different ... I made it a point to find where they were before using LFG.

      Still, in the end, LFG was god send for me and players like me. Blizzard didn't believe in allowing free transfers for those stuck with the NA servers until they opened up an Oceanic family of realms and I wasn't so enthusiastic about dropping $250 to transfer my characters over.

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