Please SE, remove timers now!
Please SE, remove timers now!
Don't the timers disappear when you finish the dungeon? So you can spend the whole time RPing in your dungeon then. I know when I beat Twintania for the first time we spent some time taking screenshots after the kill and there was no timer. You also didn't have to leave the dungeon either.
At least in normal dungeons, you get booted out after 5-7 minutes if you complete it.Don't the timers disappear when you finish the dungeon? So you can spend the whole time RPing in your dungeon then. I know when I beat Twintania for the first time we spent some time taking screenshots after the kill and there was no timer. You also didn't have to leave the dungeon either.
Play as your tank, lead your group anywhere to your heart contentTimers : well most of the replies you have rcvd are regards to beating the dungeon boss and getting out in time.
I have another gripe that has nothing to do with FIGHTING mobs.
Ever noticed the achievements you get for ( Mapping ) an area.
Well I noticed that i have a few dungeons that are not fully unlocked....because
1. Most runs spent in said dungeon are rushed and people don't go to certain areas because of either trash mobs or dead ends . Pisses me off we are 6 months into this game and i still have not unlocked some maps fully because people are in a rush .. i dont know if they do this because of timers or just plain selfish.
I would rather not get locked in a dungeon with people who will refuse to vote abandon on content they aren't capable of completing and risk a 30 minute timeout in the stead of actually completing said instance in the 15 minutes it actually takes( given its not fresh content). SE is catering the majority with better server stability, I am much more comfortable with this instead of catering to the few who would like it just because they want to role play, there are non instanced areas which are suitable for that, and given the long timer as is, you should have more than enough time to role play and complete content in a timely manner.Please explain to me why a timer is necessary for FFXIV when it is not necessary by a longshot in any other MMO I've played (including some pretty heavy hitters). And incidentally, your derision towards roleplayers doesn't actually make you a better person. You're playing an MMORPG; there is no high horse here..
*cough* Warning: Long post.
The example that Karnyboy gave can most definitely happen -- though in that precise one I would stipulate that if it's too late to do another 90 minute run, it would also most likely be too late to continue on for another hour or two to get to the end. Well, taking 85 minutes to reach and defeat the first boss might not happen that often at all. But the other day, me and three friends were doing Cutter's Cry - two of us had done it before, though only one of us really remembered anything about it. Me and the other one who hadn't done it before had looked at a quick breakdown of the dungeon and the boss mechanics, but for both of us words are just words. They don't really explain the reality of it.
The princess was... a pain. We lost count on the times we wiped, because we didn't manage to figure out the mechanics quickly enough for all of us to survive (mainly tank and healer). We didn't really mind that part, though. We finally did beat her, and found the next two bosses ridiculously easy in comparison. We wiped once on the sandworm due to general panic and mayhem. With twenty minutes left on the timer, we reached the last boss. Managed fairly well, but wiped (2/3 to 3/4 of the way through). Went in again with ten minutes left. Managed better, but with maybe ten percent left of the chimera's life, the dungeon timer ran out. D:
So without that timer, we would have won.
But one good thing about it was that I reached 45, so off I went to get myself some new shiny gear. And that's when the other first-timer realized... she'd ran it as THM instead of BLM ^^; And none of us had noticed.
(We ran it again the next day, me with my new shiny paladin armour, and my friend as a proper black mage. This time, we went through it a lot faster, both due to upgraded statistics and due to having learned the princess fight. We had a few deaths through it all, but only one of us four each time)
In general our group likes to take our time going through dungeons, looking at stuff or just stopping for a few minutes to talk. Our goal isn't necessarily to get to the end as quickly as possible, it's to have fun while doing it. So there have been plenty of times when the "half an hour left" notice has popped up before we've reached the last boss, even while doing low-level dungeons.
I'm not entirely sure what I think about the timers, but I do wonder if more people would maybe relax a little more during dungeon runs if there wasn't that constant stress of the timer. Because even if there isn't an actual worry over not being able to finish in time, there's always that sense of, "Can it be done faster?" Of, "Usually I get through it in less than 35 minutes, so I can't let it take longer than that," and similar thought processes. And of course, there will be those who continue that thought into, "If it takes longer, it means this group is so much worse than the people I usually get, and they are holding me back."
TL;DR - I think I'd like it more if there were two 'modes' to running dungeons (selectable similar to how you select languages of people you want to run with). Timed and untimed. Timed mode might give a bonus at the end (tomestones, exp, seals, gil, whatever) depending on fast you were. Untimed wouldn't give any extras, but could provide people with a more... well... casual run. Where there's time to learn the mechanics for first-timers (or slow learners), where people can explore, go through the entire map for exploring achievement and all the loot and monster exp, where you can stop and talk about stuff or look at that stunning waterfall in the background, and where role-players have a chance to play around.
Those who don't have the patience for exploration or newbies can simply not click that checkbox and just go for the higher reward of timed mode. Those who like both types of gaming can click both checkboxes and see where they land.
Last edited by Noxifer; 03-16-2014 at 11:58 AM.
I'd rather it stayed, I remember back when AK was the only dungeon for myth, the queues would be full with just RESERVING the instances.
Atm, no one knows where the new tomes are from, if it's only a few select dungeons or coil, but if it ends up like AK again, a timer would be ideal is liberating space in the likely case that a team is just too slow to finish it.
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