Funny when people describe 'speedrunning' as 1 tank and 3 dps when speedrunning is 1 ninja.
NIN speedrun
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Funny when people describe 'speedrunning' as 1 tank and 3 dps when speedrunning is 1 ninja.
NIN speedrun
We're playing a freaking game. Obviously we're wasting time. If I wanted to be efficient, I would shut off the computer, find a productive task, and efficiently carry it out. When I'm in a video game I'm there to waste time. What "other things" would you rather be doing? If you'd rather be doing them than running the dungeon, then simply do them instead of queueing to begin with. You're queueing for dungeons and then complaining because others aren't allowing you to get out of the dungeon that you queued for fast enough.
Bravo. It's similar to the same reason I bought a PS5 and repurchased the entire game. Since the global health crisis I work from home 99% of the time and I just don't enjoy gaming anymore in the same room and screen where I stare at spreadsheets and code all day with m/kb.
"That we enjoy," is the key. YoshiP and I are in agreement on this. Neither of us enjoy games that are all based off efficiency: https://youtu.be/e_i6mjiGerU?t=313
Unfortunately by the nature of DF's matchmaking system, none of us has power over who we will get matched with. All sorts of players use DFs. In the end the power goes to the majority at the moment. The minority are given tools to use PF or even squadron/trust. Partying up with friends also works. If one doesn't enjoy something then they shouldn't try to force themselves to.
That link really serves nothing to this discussion. Because guess what? Devs don't play the game. It is WE who played the game. It doesn't matter what they are agreeing or disagreeing to; they make the game for us to play, not the dev themselves. Reality still stands: majority wins, for better or worse.
If you could accept the fact that players have been pulling wall to wall since 2013 and stop resorting to "bUt YoShI-p SaId so" every time someone disagrees with your abysmal takes, that would be great.
Yoshida also once said that healers shouldn't feel the need to DPS, yet the community at large expects healers to do damage. Unless the devs were to drastically reduce the amount of downtime healers have, which they absolutely won't, healers will continue to be expected to do some damage. So unless the devs make trash hit harder and actually pose a threat, or limit pulls to 1 set of mobs at a time, the community will continue to pull as many mobs as they can get away with. And no amount of bellyaching is going to change that.
You want slow, methodical runs? Start a party finder.
You're 100% correct but the dungeon system, and a lot of core elements in XIV's design and changes, are tailor made for people like the person you quoted.
I don't know what goes through those people's heads. They complain that they don't want to waste time in duties, but they also defend the dungeon design, which they, themselves, KNOW is so downright dull and boring ends up feeling like nothing but chores after you get past flashy setpieces for the first time. Same people will also vouch for the way jobs are designed while also hating spending time playing those jobs outside high end content.
If you hate doing the content, the content isn't good. That's a fact.
You got so many bad takes it's difficult to know where to begin, but guess I'll start here. Now I wonder what could possibly be the incentive for max level players to queue for dungeons via roulettes in the first place? Would be weird if there was a resource that was only awarded at the completion of the dungeon that would incentivize getting through the content quicker so they could move on to the next activity that rewards that resource.
You know what would be even weirder, if there was a 2nd resource that was always rewarded just for queue'ing Adventurer in Need in some roulettes. Like wouldn't that be weird, if someone had piece of gear and they were like "I'd really like to make this gear a little bit better by slotting something into it... but it only has a 10% success rate... so maybe I should have about 20 of that thing before even trying... and they cost 50k each on MB right now so that's out of my price range... oh I could just queue for leveling 10 times back to back though..." That be so weird if there were systems baked into the game that gave ppl an incentive to run content faster to get to their ultimate goal.
Now whether that design philosophy is good or bad, that's up for debate, but to act like "why could anyone possibly want to get through a dungeon quicker" is absolute bad faith. This is why you will always see me 110% advocating for the expansions of squadrons/Trusts into more dungeon and normal trial content. So the ppl that actually have accessibility issues can move at their own pace, and the ppl that with power trip "power fantasies" that need every piece of content they run to be the most important content ever when they're running ARR content in 2022 can piggyback on that system. I'll even support fill-in parties with Squadrons and Trusts for the duos and trios that absolutely can't stand having partial randoms.
I don't advocate for stopping to breakdown mechanics before every single boss either. Two reasons. One, players that are okay with a semi-blind runs exist. They're confident they can figure it out on their own, so they just queue and run with the party as is. Two, if you wanted a breakdown of mechanics you could ask... However my snarky reply most of the time will be "Dodge AoE, don't die" BECAUSE if you wanted a complete guide to mechanics you could have looked that up beforehand... We're playing an online game... I know you have the internet. The only exception I make to this are week1 runs and most ARR 50 dungeons, since later dungeons bosses mechanics have adopted the design of showing players each mechanic separately, then stacking them together as the fight goes on. They do a much better job of teaching the mechanics on the fly, as opposed to ARR 50 dungeons where there are a lot of mechanics that are just... "No! Wipe! Try again!"