It took you 85 minutes to clear trash and get to 1 boss, what makes you think you had time for the other 2 if you had to leave as is?
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Is this really an issue for most people?
I mean the person that mentioned they liked to role play had a point, but what about everyone else? I've been playing this game for I guess six months now, and I can maybe think of two times that the timer inconvenienced me. Most of the times I do dungeons with duty finder, so basically, it could be with anyone.
Say the timer runs out in Crystal Tower or something, if and when that ever happened, I'd probably be happy. Gotta have a limit somewhere. Would you rather just bash your head against something for maybe four hours? Ninety minutes is a good limit.
Maybe I'm biased because I grew up with 8bit games like the normal NES system. I'm rather used to having to start over if I fail (or player 2 fails). Ninety minutes is really a lot of time. If you don't make it by then, you just have to start at the beginning. The few times it happened, I never sat around cursing my fate (and yes I queue as dps).
@Karnyboy: While I suppose it is technically possible that something like this would happen, I can't think of too many places where taking a very long time on the first boss wouldn't automatically mean that the next 2 are going to take even longer if you could complete them at all (never mind the time). In this scenario it should be relatively easy to pass the first boss a second or third time anyway because of the nature of this game's encounters so the time is barely lost.
This also sounds a lot like inventing a scenario where the timer is a problem rather than it actually being a problem. Having a timer solves overcrowding on the instance server to at least some degree without impeding anyone's progress in any significant way. Dungeons are not meant to take a very long time to complete and you can't go in underleveled (though you can go in the early ones wearing starter gear if you choose to) so there's no reason they should take a long time. The only time I timed out of a dungeon it was because we were repeatedly wiping and a few members (or possibly all of us) weren't playing well. I don't see how it's unreasonable for the game to limit the number of times you can attempt the last boss of a dungeon in succession. It's already very lenient on that front.
Honestly the way the overall community typical behavior is during duty finder parties, if your instance progress is that slow your party will probably disband before the timer goes below 30 minutes remaining
This is terrible advice. First, I can't think of ANY game that had to implement timers from launch. Second, Squee is a pretty damn big developer with a long history, so they should know how to make games properly. Thirdly, not complaining about stupid design choices is a good way to make sure your developer keeps perpetuating those stupid choices. Being nice is all well and good, but developers are here to make money, not to make games: if the customers become comfortable and do not make demands for improvement the developers will have no reason to improve.
Terrible advice.
I haven't read through everybody's responses - but I've gotta be honest: I always thought the reason there was a timer was to keep people from PUG-ing groups in DF and going AFK and making people wait for them to "have a cigarette" or whatever.
I just assumed it was to make sure that people who were registering and entering were committing to complete it in the allotted time.
/naive
Either way - I love that there is a timer. Unlike in some other games I've played in the past - I have rarely if ever had to wait on people who go AFK 10x in an instanced run in FFXIV. And also - when there are groups that are just not able to complete it due to inexperience it makes it a lot easier to at least be nice about it and say "Let's leave. Maybe next time." instead of feeling obligated to hang around until people can get the hang of it or give up without looking like a jerk.
Uh.. what? No, that's not my problem at all. >_>
I have fond memories of clearing out dungeons and raids in WoW and using those as settings for really fantastic roleplay scenes. I'd love to do the same with XIV, but the timer makes that impossible.
I expect SE to learn from mistakes that others have already made. I would rather not have to go through the entire MMO development learning process all over again; there's no excuse for it. Other MMOs have solved instance crowding in far better ways - namely, spreading out the dungeons across multiple instance servers. Aurum Vale does not need the same amount of server resources as Amdapor Keep or the Coil turns.