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  1. #1
    Player
    Adlitim's Avatar
    Join Date
    Nov 2011
    Posts
    97
    Character
    Tachi Mikaros
    World
    Gilgamesh
    Main Class
    Arcanist Lv 68

    Incentive to Kill Dungeon Mobs Fast

    Firstly, I apologies if this idea or a similar one has already been posted.

    I think it would be an interesting idea to have mobs leading up to bosses in dungeons reward players with Allagan Tomestones (Philosophy / Mythology) if the party can reach a certain chain in killing the mobs. This could get players to have a new challenge to kill the mobs leading up to bosses in a fast but risk taking manner. In addition, this would make these mobs feel much less of just a grueling task.
    (0)

  2. #2
    Player EmSix's Avatar
    Join Date
    May 2012
    Posts
    224
    Character
    Em Six
    World
    Twintania
    Main Class
    Gladiator Lv 80
    I'd just be happy with an incentive to kill them full stop.
    All your idea would do is encourage stricter gear requirements on who people run with.
    (5)

  3. #3
    Player
    JayvirDeforte's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    464
    Character
    Jayvir Deforte
    World
    Cactuar
    Main Class
    Marauder Lv 50
    It would be nice to be rewarding with Tomestones of Mythology for acquiring a chain in a dungeon, but it dances on the edge of creating more problems. If there were issues with people not wanting to run it fast, imagine how many problems there would be if people couldn't chain quickly. Gear issues would be even more profound and the elitism would pop up even more.
    (2)

  4. #4
    Player
    Adlitim's Avatar
    Join Date
    Nov 2011
    Posts
    97
    Character
    Tachi Mikaros
    World
    Gilgamesh
    Main Class
    Arcanist Lv 68
    Quote Originally Posted by JayvirDeforte View Post
    It would be nice to be rewarding with Tomestones of Mythology for acquiring a chain in a dungeon, but it dances on the edge of creating more problems. If there were issues with people not wanting to run it fast, imagine how many problems there would be if people couldn't chain quickly. Gear issues would be even more profound and the elitism would pop up even more.
    I think people looking to do an extra challenge would be more inclined to make parties with people they know on their servers. I would hope people who want to take a dungeon to the next step would not consider queuing on duty finder alone as a great option.
    (0)

  5. #5
    Player Zyeriis's Avatar
    Join Date
    Sep 2013
    Posts
    104
    Character
    Zyeriis Damerais
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Adlitim View Post
    I think people looking to do an extra challenge would be more inclined to make parties with people they know on their servers. I would hope people who want to take a dungeon to the next step would not consider queuing on duty finder alone as a great option.
    I'm not trying to insult you but, that's a rather naive hope.
    (2)

  6. #6
    Player
    Adlitim's Avatar
    Join Date
    Nov 2011
    Posts
    97
    Character
    Tachi Mikaros
    World
    Gilgamesh
    Main Class
    Arcanist Lv 68
    Am I wrong to think elitism should not prevent new optional challenges from being introduced?
    (0)

  7. #7
    Player
    Balaur's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    154
    Character
    Balaur Bondoc
    World
    Ultros
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Adlitim View Post
    Firstly, I apologies if this idea or a similar one has already been posted.

    I think it would be an interesting idea to have mobs leading up to bosses in dungeons reward players with Allagan Tomestones (Philosophy / Mythology) if the party can reach a certain chain in killing the mobs. This could get players to have a new challenge to kill the mobs leading up to bosses in a fast but risk taking manner. In addition, this would make these mobs feel much less of just a grueling task.
    No. Just ... no.

    What needs to happen is that the mobs should drop things that make it useful to run the dungeon, not some other esoteric reward. There are things such as a single potion that comes out of chests which makes it completely non-lucrative to grab them, save for the CHANCE to get some Allagan coins. Rather, the chests need better material drop rates, large stacks of hi- or max-potion/ether, etc. Mobs need to drop more of the esoteric crafting ingredients, with higher regularity. Wading through ten mobs to have ONE drop A piece is not enough. There also needs to be a way to close the holes that allow players to skip trash. Such as sneaking behind guards in Castrum. Seriously, being able to skip the content is NOT the point of the dungeon, else why put the trash there.
    (1)

  8. #8
    Player
    Sterob's Avatar
    Join Date
    Aug 2013
    Posts
    200
    Character
    Pomf Pomf
    World
    Tonberry
    Main Class
    Archer Lv 50
    Make the final boss drop list changes depend on how long it took you to clear the dungeon. For example, if there is 90min left, boss will drop lv 70, if 80min left, boss drop lv 60 .... You need to fine tune the number of course.
    (0)

  9. #9
    Player Zyeriis's Avatar
    Join Date
    Sep 2013
    Posts
    104
    Character
    Zyeriis Damerais
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Sterob View Post
    Make the final boss drop list changes depend on how long it took you to clear the dungeon. For example, if there is 90min left, boss will drop lv 70, if 80min left, boss drop lv 60 .... You need to fine tune the number of course.
    No thanks, that's an even worse idea to make people stoop to even lower levels of douchebaggery in duty finder.
    (1)

  10. #10
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    Sounds like you'd end up with a lot of groups/people choosing to exclude various classes once they found a "optimal" way to farm everything in the fastest amount of time. Maybe if there were optional side-bosses that dropped those things, but had more mechanics or were more of a challenge? Mob-wise, I'd think just having them drop the occasional allagan piece, or a wider variety of materials (or bundles of them), would improve the reward for killing them. At least that way there won't be as much "LFG, ___, ___ and ___ need not apply."
    (0)

  11. 09-18-2013 03:57 PM
    Reason
    I don't wanna be in the thread! T-T