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  1. #61
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    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.
    (0)

  2. #62
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Make the dungeons interesting and then you can make them slower.
    (0)

  3. #63
    Player
    Byonka's Avatar
    Join Date
    Sep 2012
    Posts
    178
    Character
    Beonka Taro
    World
    Hyperion
    Main Class
    Conjurer Lv 90
    Turn off Run - Walk it out. :P (If something is said, feign a leg injury!)
    (2)

  4. #64
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    Quote Originally Posted by Fuyuu View Post
    In my opinion, none of the dungeons need to be slower and/or longer. You clearly missed my "PS" in small characters. Every complain I get is concerning how people are behaving, never how long a dungeon is....
    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 ^^;
    (0)

  5. #65
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    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.
    (2)
    Last edited by ThirdChild_ZKI; 05-29-2014 at 10:59 AM.

  6. #66
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Rasylia View Post
    5.) We do not need longer dungeons. We need more challenging Hm Dungeons, so people can stop qqing about them and the "speedrun-myth-farm-adventure" stops.

    Cheers
    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.
    (1)

  7. #67
    Player
    givemeraptors's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    481
    Character
    Felendis Vreer
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Sapphic View Post
    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....
    (1)

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