
When a nondescript manhole first popped up one day on the streets of Jeuno, none of us gave it more than a passing glance. Little did we suspect it would be the gateway to a subterranean world of adventure and riches...
Today we get up close and personal with the industrious Moblin entrepreneur whose new business venture is set to take Vana'diel by storm. Your intrepid reporter Finleen has the exclusive scoop with Maze Mongers President and CEO Goldagrik right here!
This is one of the more unlikely promises made that SE have actually followed through on - but are player made dungeons going to be the highlight or a nasty side effect of the version update?
As should be expected, there's not enough information to warrant more than speculating, and so this could either make the upcoming version update one of epic win or epic fail (brace for the latter is the best advice I could give). These two possible outcomes shall be discussed in more detail:
The potential for a successful system
For this outcome to occur, there should be options to include the following in dungeons - Multiple levels, bridges, trap doors, levers for said doors, poison-plant thingies from Attowha Chasm, fun swamp effects like the gravity or flee effect from Caedarva Mire, a very generous limit on objects allowed in dungeons (if any). Of course there is such a thing as too many objects, but that's where player discretion comes in to create a good one.
More importantly, monsters should give exp/drops (within reason) in said dungeon. I don't care either way about exp loss, just as long as there is the potential to actually benefit from playing in them. Obviously nothing silly like a Fafhogg farming dungeon, but being able to create a perfect merit camp for your party would resolve problems for congested servers (however this might cause problems like the entire content of the rest of the game being disregarded in favour of a convenient player dungeon).
The mention of "Profitable mazes with piles of treasure to be had!" is interesting. I don't see them putting existing gear in there; it just wouldn't make sense. Perhaps sellable/craftable items as rewards, but then what stops people from spamming them to make money, and saturate every market there is for valuable goods? Star Sapphires however can never be too common, so I suggest at least 5 of these drop from every mob in the area.
(at this point, I'm sure you're dying to learn of my assault progress...)

Blitzkrieg and Marids in the Mist cleared - now all Mamool assaults are done and 15 more to Captain!
A likely outcome?
The more cynical side of me anticipates that there will be no exp granted by anything within the dungeons, and especially not drops if you're allowed to put HNM 'bosses' in there. Perhaps no exp loss inside, but that's hardly compensation if there's nothing to be gained anyway. It's probable that if they do implement a reward system, it might be a points-based one (which looking at assaults isn't too bad of an idea) but then it depends on what you can obtain as rewards. If it's furniture and costume items (hitherechocoboracing) then it will fall flat on its face. If we get yet more decent~ok sidegradeable gear for 70~75s to add to the already overwhelming array of dynamis/abjurations/salvage/assault/nyzul stuff available then I couldn't really say, it's not like we need more gear but then again that's all people really want from these things. What else is there? Gil rewards? Exp rewards? Exp certainly won't beat the potential of a good merit party so that would be a mistake.
I hate having to wait to find out, but I'll probably have forgotten about it in a couple of hours anyway D:<
But who knows, so what if the rewards suck? If they don't restrict the options for the creation of dungeons so much that it limits you to creating a bland, flat, open area it could actually be fun. Now there's a first.
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