Good point. This would be a good reason to have a low cooldown (to get feedback and balance / tweak the feel of an ideal Raid Dungeon in FF 14's conditions). We'll know soon enough. :)
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So basically this is all " dont get to 50 there is nothing there" or " stupid power levelers why rush look at grass grow " all over again.
I think in the end what is inside the dungeons is what matters not the timer , but the instant gratification crowd need to get a clue about what people are complaining about.
This is what alot of the naysayers don't get lol Cooldown adds NOTHING to the game but more grief or handholding for those that can't control themselves and act like they HAVE to clear the content cause other people are doing as such or because it allows em too lol @ all the people acting like this is FORCING you to play the dungeon back to back or that you have to cause other people decide to do it that way >.< Play at your own pace with your own friends in your own way, who cares how others play xD
Edit: Challenge or accomplishment or even longevity comes with content that is harder not more restricted^^ Let's just hope Yoshi was right about it being hard, otherwise doesn't matter either way :P
"Suggestion" is just a polite way of saying "This is how the game SHOULD be played."
What the poster said about waiting a day was ALSO a "Suggestion".
See the correlation there? Probably not.
Regardless, it is obvious that the Devs don't share your view and that they probably did this for a reason that we will not know until the future.
It doesnt matter if the timer is 5min or 5h.
If the dungeon is a go stright kill all and kill a boss, then it sucks.No matter who complains from both side if the event is engaging and fun . everyone will dig.
Casuals , the content will be done really fast .
Hardcore , timer dont make the content harder, availability is a good thing for the players, not the developers who have to bring out new thins faster.
lol this is funny.
It's not even a big deal.. why am I surprised it's turned into such a rabid debate?
I'm on the side that says 5 min re-enter isn't a bad thing.
Hi Durti,
I'm presenting both sides of the case here.
The bottom line with those 20 Mid-Level NMs were that for many of the FF 14 population (since many were well over Rank 30), the sense of accomplishment was diminished.
I've also helped groups of ~Rank 25 - 34s try and get their R30 NM Gear over the past few months (on my own R30 Class), and for those people? They thanked me and felt happy, but it wasn't anything special.
As soon as they realized that even though we didn't get the drop, but we can retry in a few minutes and try again until we got it, they could all spare ~30 minutes to 1 hour (i.e., repeatedly try those NMs a few times in our group) and eventually get their drop and be done.
(and then go back to doing Guildleves again.)
At this point, all we can do is wait and see how the final implementation will turn out.
I can see the point the hardcore players are trying to say that the total amount of content will not last them very long with a quick re-entry timer but the point some are trying to make is rather ridiculous. The actual amount of content to think about is the actual amount of time inside the raid itself. People are declaring that it's already not enough without actually knowing how long it will take them inside to do what they need to do. What hardcore really should be demanding is more playable content if they fear this and not stretching out the time between the content so it feels like you've been going through it for a long time when the actual amount of time inside has been roughly equal in achieving the same goals to what it would be with no time restrictions.
Some people just can't hold back unless there is that long forced re-entry timer for fun content and I'll probably end up going for at least 8 hours with friends if it really is fun on the first day. Even if it only lasts me 2 weeks, it will have been a solid 2 weeks of fun content playing inside which I just happened to rush through.
Is this really such a big deal? Why can't we just play the dungeon as much as we want?
I mean, you can run through cassiopeia hollow whenever you so please so why shouldnt the same rules apply to an instanced dungeon?
It's not isntanced because it's special, it's instanced because it gives the dev team more tools for development.
The issue with your example is not the timer, its the fact that you are running mid-level content on a r50 class. This has nothing to do with the current argument.
What the other side of the fence is saying is: Their has to be a 36 hour timer on the dungeons to make it an accomplishment. I'm sorry, this is bullshit. It doesn't matter if I accomplish it in one weekend or 1 month, the ACCOMPLISHMENT is the EXACT same. The only thing adding a timer to the dungeons is going to accomplish is the FORCED dragging out of content.
The basic argument is "Put a timer on it to make the content last longer." This is artificial, archaic, and just down right dull.
Hi Chardrizard,
Good point. :) That is definitely the most important aspect: The *challenge* itself. If it's an interesting, engaging Boss and Dungeon, with tricks / puzzles and strategies... that'll be most important.
But I'd say the majority of NMs / HNMs in XI could be seen as a failure in that light *alone.* (i.e., just "tank and spank" as the saying goes.)
The other part of it was the rarity of finding / claiming that NM / HNM. If Valkurm Emperor or Nidhogg was on the same 5 Minute Cooldown that our Cactuar Jack is on, I think it'd diminish the experience somewhat. Again, I'm not asking for a repeat of FF XI's ridiculous 21 - 24 Hour Respawn / Cooldown Rates or the 72-Hour ones. But Rarity (in this case how common / repeatable something is in a time period) accounts for something I think.
Ultimately, you'd hope that every single NM, Dungeon, Raid we get faced with is unique, genuinely engaging and challenging, making you think and keeping you on your toes, but I don't think the FF XIV Team is aiming for that (as evidenced by the current "high level" NMs (like Great Buffalo, Uraeus) or the 20 New Mid-Level NMs (even when we killed them on our Rank 30s). They're pretty straightforward (unfortunately).
We'll find out soon enough. (I'm pulling for these Dungeons. Here's to hoping they're fun! :)
I tough what the other side of the fence was saying is that they will be left with nothing to do (that is assuming is something it can be done with a degree of difficulty at lv 50) way to fast.In the end i think eighter way game needs a lot more content in general before they can start charging .
Once and only once they fix the basics.
Droprate tuned for the people doing multiple runs a day = people that don't meet those standards will get things done slower than intended, and the content will drag out for them while the hardcore get their stuff in a timely manner.
Droprate tuned for the one-per-day group = people that do more runs clear the content faster than intended, have nothing to do, get bored, complain, and leave. Hardcore loses (in the long run), the company loses.
Which is what I said. They want a timer put on the dungeons to make it last longer. How this makes them "better" is beyond me. You are FORCING people to wait just for the sake of making them wait. It seems like a ridiculous argument to me. Basically they are saying that it is SE's responsibility to make sure they don't blow through content faster than it is being put out.
All I can do is /shrug. Some people need boundaries set for them by other people, others set their own boundaries. It's called maturity.
So hardcore will get their stuff 1/2 too fast as before, get bored and quit, while the casuals take 1/2 too long to get their stuff, get bored and quit.
Yay for the middleground!
It's not speculation that a part of the playerbase SE wants to keep will make good use of the 5min cooldown while others are the opposite.Quote:
That is speculation. Most hardcore players got at least a month out of the top tier NMs. Some got longer.
It doesn't matter what X (how long it takes to clear the content) is. What matters is how long the devs intend the content to last, and how hardcore population will take less than that time to finish it, and the opposite for casuals. Two hours, a week, a month, 3 months... Whatever.