Even if Square did make harder dungeons, people would just find a way to speed run it anyway. It's not the dungeons themselves, it's square forcing people to grind for tomes and dungeons are the fastest way to do them.
Even if Square did make harder dungeons, people would just find a way to speed run it anyway. It's not the dungeons themselves, it's square forcing people to grind for tomes and dungeons are the fastest way to do them.
Make the dungeons interesting and then you can make them slower.
Turn off Run - Walk it out. :P (If something is said, feign a leg injury!)
TBH, I didn't miss your "PS" but your caption emphasizes "Solutions to make something" so I would think you were the one agreed there was problem and seeking for solutions ^^;
Rather than "longer", I'd like to see more interesting, situational mechanics, like the Baalzephon/Magestone mechanic in Lost City (actually, I saw something similar for Tam Tara HM), or the Astral Realignment/Gloam buffs you need in CT/Halatali HM. Basically, adding interesting mechanics that don't amount to just rounding up mobs en masse to burn them down would be an effective answer to speedrunning.
Sure people will always find a faster way or a possible loophole, but if the dungeon is more than just an enemy gauntlet, people will have to slow down to do things properly.
Last edited by ThirdChild_ZKI; 05-29-2014 at 10:59 AM.
Look how that worked out with Pharus Sirius. If it popped before it was nerfed someone dropped before it started, Got to complete it maybe once or twice in DF roulette. Even now more often than not, tank disappears before it starts in roulette, even with the nerfs.
Lost city many times that pops in roulette and someone (usually tank) bails.
Put in 2 dungeons. One challenging, one easy. Most will run the easy one and ignore the other. Irregardless of reward if they give the same tome type. Players will ALWAYS look for the path of least resistance.
The solution is to make ALL the dungeons that hard. Personally, I would love it. As for the rest of the playerbase, well....Look how that worked out with Pharus Sirius. If it popped before it was nerfed someone dropped before it started, Got to complete it maybe once or twice in DF roulette. Even now more often than not, tank disappears before it starts in roulette, even with the nerfs.
Lost city many times that pops in roulette and someone (usually tank) bails.
Put in 2 dungeons. One challenging, one easy. Most will run the easy one and ignore the other. Irregardless of reward if they give the same tome type. Players will ALWAYS look for the path of least resistance.![]()
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