You're welcome.
I figured everyone deserves a chance at the content.
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I'm getting kind of bored with all of these threads claiming that content without time-sinks will cause people to run out of things to do. That's absolutely asinine. If you don't find the game fun enough to play once you have the nice items you want, why are you playing it at all? There's plenty to ways to kill time after you've pimped out your job.
It's not "casual" to not have to sit around doing f**k all for no other reason than postponing the next time you quit a little longer; I'm relieved you're not a game designer.
I think raids were mainly implemented for leveling, the gears inside is just a bonus. I mean you have an hour of playing nonstop, then a five minute cooldown. Too me that cooldown suggests that SE wanted people to use that time for going afk for whatever reason before entering again to continue exping.
I'm unsure where this idea comes from that the dungeons are strictly for items. I remember Yoshida-san saying the dungeons were to party and level up in, and the items are a bonus pretty much. It would be a little more difficult to get a leveling party if we had to wait hours and hours to get back into the dungeon. o.o; One time through doesn't really get you a ton of sp.
If you think of the dungeon as a place to level, as Yoshida-san said it was, it makes sense.
If you think of it as something that's supposed to be some huge LS event with lasting content and hard to get items that will take months for your LS to accomplish, I think it's natural that you'd be disappointed.
I do look forward to things like Dynamis and Limbus being added to the game in the future, but these dungeons aren't that type of content.
Of course I'd love if they did have some rare items in there that took more time and effort to get too, but who says they won't add some soon? :3
Agreed. I wouldn't mind long cool-down for big events and things you'd do with a LS. (I do hope they add alliances in somehow.. someday ; ; )
This is exactly it. :3 They are a place to rank/level up, but made to be challenging rather than droning on with the exact same monster for 5 hours. The boss at the end is a nice final touch, along with the items we can win along the way. It even comes with lore!
As far as MMOs go this is the most exciting leveling content I've seen yet.
Only negatives to not having a time limit I see is the fact is it makes it harder to form linkshell loyalty in anyway and it does shorten the life of the content due the ability to spam it non-stop.
Loyalty part is simple, it is more efficient atm to go with lowman statics or join as many groups as you can. This kills any formalized lotting/distribution system, since you can just go with someone else if you are not up to lot in LS 1... they can be kicked but that is less members now. And 2 it segments the ls, cliches just divide the ls into pieces... more less breaking down the ls over time.
The content is very anti linkshell, at least anti-ls for any ls group above 10-12 people. Sorta to be expected since it was capped as a lowman event more or less. So atm unless you have like 20-25 people online at one time... it sorta makes it hard to keep everyone active during events people will constantly get left out. Trust me members are never happy when they get left out of stuff because they got out of work too late and dungeon group is full, the 30 party is full and there is not enough people at the same level range to make a low 40 or NM group as well.
The short lived content part should be obvious... some groups are almost fully geared from it already. This mean the content had a horribly short life in mmo terms, where content should be valid for months and months at the min.
Square needs to start adding content designed for whole linkshells soon, not just small groups. Atm it is a pain to do anything as a ls without 30-40mins of organizing partys, reorganizing crap, and doing it once more to get everyone in.