See. No dynamis. You guys a efting ridiculous. Seriously =/
Just another stupid system that came from FFXI(most of the stuff from FFXI is stupid/bad/outdated/timesinky/boring/garbage). <3 the scrub players who were shouting for something like this.
It's 2011, if you're going to instance the content you may as well just give everyone a personal instance so they can go in when they want.
editing to say I still feel my post is relevant.
Thanks for the clarification Bayohne.
Thx bahyonne, you helped pointing the oblius. Seriusly, how can people think in 2011 someone would ever consider reservation Dynamis-like ? <_<
In before "this is SE";grow some good sense pls
o_O ya not sure why people even though it would work like dynamis. is there anything in XIV that works like dynamis, I don't think there is. Even look at the guildleves that's all instanced in it's own way allowing for players to tackle the same mission without interference by others lol. It did seem like a goody concern
Was kinda obvious, funny how many people thought otherwise but w/e ... Still think it's gonna be a low number of slot available seeing as it's SE(doubt it'll be higher than a measly 5). Thanks for clearing that up though Bayohne, some people don't even/barely have a 3 digit IQ >.< lol Troll me all you want, just pointing out the obvious :P Just funny how many people thought otherwise, only logical debate here is number of max slots for simultaneous instances running at once.
Roughly 9 days left till launch though, guess we'll find out then but guaranteed will be line ups at launch even with the low population. (Which if they wanna future proof the game like they're suppose to be doing we shouldn't hit that cap at our population even at 1.18's launch)
Old dynamis was a closed event that only one group of up to 64 members could take up in at once with a 72hr waiting period to re-enter. You would have to buy a glass for 500k then trade it to the marking which would allow you to make copies of another glass that you trade to members so they could freely enter.
The new dynamis which had just recently been changed for the older areas is one in which you only pay 50k straight fee and can enter once a day with it resetting on JP midnight. the new dynamis is open for all and not instanced with prespawned mobs and using popp items to spawn certain NMs and the boss. With the new dyna it's easier to get clears though they have added tougher NMs with more loot adding a new reason to actually do the event.
So basically dynamis has nothing to do with the way dungeons work at all a closer parallel would be to look at assault and MMM in terms of "restriction" to how many groups can do it at one. Hopefully with the fact that it is up to 8 member event
there will be a decent amount of instances to hopefully allow at least 20 groups to enter per server. or even more. But if it turns out to be like XI in the sense of BCNMS and such then there will only be 3 instances however with how guild leves were handled I feel as if dungeons will work in a similar manner. I'm pretty sure over 20 people can do the same exact guild leve and such but we'll find out in the coming weeks how restricitive the entry limit is for the dungeons.
When the time comes, you will be told. I'm pretty sure you can wait till the 21st
More than one huh?
Hmm..... two?
Couple possible reasons that I can think of:
1) They don't know the number yet. They're still testing to figure out the max number of parties that can be running an instance at one time without creating lag for everyone.
2) It's proprietary information. If SE started saying how many instances they run, every other MMO will just do that number +1 and claim "We run more instances than SE!"
3) The number will vary depending on other factors, such as overall server load. So if there are a ton of people online at one particular moment, then more server power will be allocated to running the usual game, and less will be left to run instances. Or if some servers are down for maintenance or whatever then there will be less server power overall to run instances.
4) The number will change depending on demand. If there's high demand, they'll increase the number of servers running instances so they can run more. If it's low, they'll decrease the number of instances that can be run.
5) No matter what number they give, people are going to be upset about it not being enough. Rather than having us -- a bunch of armchair game developers -- gnash our teeth over something that may or may not be an issue, it would make more sense for us to try it out first.
The server loads for instant raids are always really heavy when that type of content is released. After the hype dies down no one cares about the cap anymore.
I have an update on a design-related change to the upcoming instanced raids: Previously we announced that a player who was disconnected during an instanced raid would be able to return to their party members' location upon reconnecting. However, a change has been made during the balance adjustment phase and disconnected players will now return outside of the dungeon when they log back in.
Sad day...
LOL and the dungeons continue to disappoint.
Sounded way too easy to take advantage of.
So make them return to where they disconnected...
I believe they are trying to Sqaush Force Dcing for you to get an " Unfair Advantage" its not even a tactic to leave the game and come back Thats "not" part of the game at all or in any game for that matter.
I know theres probably people that will hate me for it.. but Im for this Idea
So if you DC, you're screwed?
I think you should just have to come back in where you d/ced. At the very least, if you get kicked out, will you be able to come back in? This could end up being a REALLY bad idea kicking someone out entirely. The Auto-fail for DCing thing is just getting ridiculous, even if they have plans to change it in leves, sometimes they need to cut us a break.
Appreciate the news Bayo, but I just do not like this at all... I just hate getting punished for disconnecting... It happens to me at the worst times, and a lot.
An explanation to this decision would be very appreciated to clear out confusion and nerdrage.
Actually i dont mind either or other. I played other game where it worked exact the same and it wasnt such big deal - however you could repeat dungeon there if you had rune for it in instant. So there could be a problem with this.
Game connection is perfect otherwise but its latency, its slower especially with UIs. I dont dc other way unless my modem stops working. Game doesnt kick me out since all these updates, smooth connection.
Have to say I really do not like this turn of events. On one hand i can understand the reasoning behind it. But i just want to smack some one with the other at this point. Right now it is far to common to be booted from the game for seemingly no reason at all.
I hate to sound like an alarmist chicken little impersonator here. But this single handedly might kill a lot of the enthusiasm from players about the dungeons and you guys have been hyping these things up for months. Doing this puts a whole big honking meta trap in every dungeon, Russian roulette. Will the tank dc? will the healers some times less the steller connection come to bite us all in the rear? Will i miss out on that drop again because my wireless router drops to many packets from time to time and the game spazes out about it?
I plead with you guys in the name of all that is holy/unholy/greatflyingspagettimonster. Please rethink this design choice. While its aimed at those that would exploit the functionality of rejoining a raid in progress to avoid damage/full wipes. The collateral damage to legit players at the mercy of things far beyond there control is far to great.
Like i said i hate to sound like i am over reacting a bit but this single announcement has done a great deal of damage to the shiny that is the raids. I can't even begin to think what it will do to the moral and hope of players who suffer fits of random chain disconnects.
Let's assume there is a way to re-enter the instance your party is still in, and make your way back to where they were. Is that going to be possible? I understand the unfair advantage of logging out and back in, in order to save the team from a full wipe. BUT, isn't there a way to negate this in favor of someone who DC'd because of real reasons? Let's say for example, if all of the remaining members (after the "x" person dc's) die because of the flying Ahriman trap. It should be that at anytime the remaining members are all dead, that the entire group would be removed instantly, in order to prevent "x" person from logging back in, and raising everyone so they can continue after wipe.
And if "x" person DC's with remaining members still alive, then they should be logged back in at the entrance of the dungeon, or the last blue teleport thing we see in the trailer(which seem to be the fork in the road throughout the dungeon).
a lot of my friends dc all time, or game just crashes. I personally dont and this wont affect me much but I still think its a bad idea. XI never had it so why does XIV need it?
Its not even about DCing you guys forget when you Dc the server takes like 3 mins to boot your char, in which mobs be smacking you to death then it takes you 10 mins to login, i doubt people will exploit that.
Their issue is with people doing /logout, since its instant, XI had 30 min gap and could get interrupt, all they'd have to do was make logout kick you out, but a DC not kick you out. Logout is manual by clicking button, so add in another step to the logout process that checks for dungeon status and informs them they'll be removed from dungeon if they logout.