

Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.

Give the option I spose. I do not want to be synced for lvl50 duties. We have all worked hard to get the ilvl we have now. Why be penalized. It is simple. You don't want to speed run, then don't. If you want to speed run, then do.
I think this started because the OP didn't want to be "forced" to speed run or have it imposed upon them. Why then would the solution be to impose or force someone who enjoys and wants to speed run to sync their ilvl or to run the dungeon slower?
I mean is this really an issue still? Myth is a necessity still. Atma books, amount required is ridiculous. Not gonna grind those at a normal pace. 500 myth for crafting items, list goes on.
SR's in no way change the way you play or enjoy the game. You do not have to participate in them.
The notion of enforcing slowdowns won't solve it. There will be work arounds or the duty disappears due to it being abandoned for another one that will offer comparable tomes/run time.
WP/AK's all over again.
Syn
>>Flame away ^.^ Just my opinion<<
I believe I am entitled at level 50 to use the gear I HAVE worked for to it's maximum potential. If that makes me bad then so be it.
If a member doesn't want to speed run then fine I'll go with the flow but there's no reason to make it an impossibility.


Or why not just t1-5 more rewarding? So can all the people with high iLvl gear go there and farm.Personally, this is why I want to see an iLvl Sync enabled. The problem of people being overgeared for content isn't going to go away - it's only going to aggravate, actually. And while I can see this being okay to an extent, especially as Square has stated they want earlier content to become 'easier', it's making plenty of locations easier than things you did back before level 50.
Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.

When the level cap increases they most likely will put an ilvl cap on the 50 dungeons, the same as sub 50 dungeons have sync. In my opinion they should have an ilvl cap for all dungeons (say +3 above the entry requirement or whatever it is on lower dungeons) just for consistency if nothing else.
The only reason its a grind is because they saw how quickly people farm and therefore scaled requirements to match, instead of reducing required items but making the farm harder.

There could be an iLV sync for some dungeons, but I think we would then lots of angry people who want to use their potential in these dungeons and calling it unfair.
Boosting up the rewards for coil..is nice, but it would take people away from dungeon runs, this isn't something I think the dev team wants to do, they want to recycle and use all if not most content.
I did a run last night in one of the hard modes and the goblins will use "jump" on you, as a healer a few of those sort of hurt. Also you have mobs who are a bit strong but can be weakened if placed under the spiked ball of debuff.
These are things that if they adjust properly they could not so much eliminate speed runs but eat away at the gap needed for sac pullls vs casual. If they apply this method more and adjust it could make it so that the speed runners can only progress so far but not so far that a casual or a new person couldn't keep up to a certain point.
I know someone said about increasing how hard mobs are, and I said we don't want that. What i'm referring to is hard mobs that if you play the dungeon right can have their power reduced (HP / DEF / STR etc...) to a tolerable level. What stops then a tank from pulling 8 / 9 all at once? After a certain level..nothing. But within a certain range pulling that many could mean some mobs don't get hit by the environment debuff causing harder hitting tougher mobs. Now a decked out pt is going to run through it but it would limit people while at the same time give new / casuals ways to have it not be so harsh, while the speed runners (who are limited on how far they can advance) will have a harder time but if they're maxed out past a certain point we know it won't matter.
It's not about eliminating the speed runners but restricting and closing the gap between them and a new guy, it won't be 100% perfect..but what is? Only one thing in this world is perfect and it's called bacon.
Or take the goblins randomly jumping, add enough of that in a sac pull and have it so it can randomly kill say a white mage (like myself), not from just one jump but if they decide to pull 12 mobs and 6 of them can random jump for some dmg...no it's not the nicest thing to do to a player but it will make them think for a while "can we pull this?"
But these are just ideas, with drawbacks and after a certain point don't solve the issue..but I'm thinking of it more as not resolving it but slowly taking out small chunks of the problem. I think they could be on the right path...will wait and see at next patch.
Last edited by Leigaon; 05-03-2014 at 01:46 AM.
I've been thinking about this, and I guess it really comes down: what is the actual problem with speed runs? Not with people, but speed running a dungeon?
If there is no actual problem with speed running a dungeon, and the problem is the people, then there is no solution necessary to speed running a dungeon. Then it would be a people-problem - at which point the solution is to ask not to SR and if no success, drop out of the dungeon.
I mean, is there really an actual situation and problem being able to go through a dungeon super fast? Don't you have days that you just want to get the dungeon run over with? If so, you'd be hard pressed against an actual regulation set in, because it will have to be all encompassing.
As you and I said (in my previous reply): This is a people problem. No regulation will work it out for you. You have to work it out yourself.I've been thinking about this, and I guess it really comes down: what is the actual problem with speed runs? Not with people, but speed running a dungeon?
If there is no actual problem with speed running a dungeon, and the problem is the people, then there is no solution necessary to speed running a dungeon. Then it would be a people-problem - at which point the solution is to ask not to SR and if no success, drop out of the dungeon.
I mean, is there really an actual situation and problem being able to go through a dungeon super fast? Don't you have days that you just want to get the dungeon run over with? If so, you'd be hard pressed against an actual regulation set in, because it will have to be all encompassing.
But I go further than that. People have to understand DF and Roulette are made so you play with total strangers. If you can't live with the fact that other people see things different than yourself and that is impossible for you to adapt to other player to form a team that has the same goal, then, do not join DF, make a PF instead.
The solution is already there! PARTY FINDER!!!
I hope this picture will help some of you understand the problem is about people and emotions, no game mechanic or rules could fix that. Gotta learn to play with each other.
Again, I know not everyone is strong enough to stand for his ideas and can be hard for them to express how they want to play to other players. But please stop seeing speed runs as a problem, it is not the problem. You see the problem apprea in SR, but it is not THE problem. SR is just not made for you, just don't join any SR or Roulette, you won't miss anything!!!
We have tons of BS rules in real life because of people who don't see clearly where really was the problem and IF you can or cannot control it. Fear is powerful and make us all do stupid stuff.
EDIT: Added the picture
Last edited by Fuyuu; 05-03-2014 at 02:59 AM. Reason: added a picture
I suppose you are kidding, lol. This mentality disregards completely the interests of the other members of the party, especially the DPS that would have to wait for a new member or wait for another long queue.
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