Quote Originally Posted by DurtiMonkeyToe View Post
The issue with your example is not the timer, its the fact that you are running mid-level content on a r50 class. This has nothing to do with the current argument.

What the other side of the fence is saying is: Their has to be a 36 hour timer on the dungeons to make it an accomplishment. I'm sorry, this is bullshit. It doesn't matter if I accomplish it in one weekend or 1 month, the ACCOMPLISHMENT is the EXACT same. The only thing adding a timer to the dungeons is going to accomplish is the FORCED dragging out of content.

The basic argument is "Put a timer on it to make the content last longer." This is artificial, archaic, and just down right dull.
Hi Durti,

Huh? Did you read my 2nd post? (I'm not trying to be antagonistic here, but here's what I said):

I've also helped groups of ~Rank 25 - 34s try and get their R30 NM Gear over the past few months (on my own R30 Class), and for those people? They thanked me and felt happy, but it wasn't anything special.

As soon as they realized that even though we didn't get the drop, but we can retry in a few minutes and try again until we got it, they could all spare ~30 minutes to 1 hour (i.e., repeatedly try those NMs a few times in our group) and eventually get their drop and be done.

(and then go back to doing Guildleves again.)
And I agree with you: I'm *not* asking for a 36 Hour Timer either. (I think that's ridiculous.)

Ultimately, is "5 minutes" (almost non-existent) ideal? is it 1 hour? I think everyone has their internal limit for what an "acceptable" cooldown is for repeating content.

I think the freedom of just "Go and do [XYZ] whenever you want, however you want" is admirable. But I think that also works best only if we have enough content to suffice, right?

One can argue that, "Well, it's the hardcores' fault for rushing through the content! Your loss! LOL!" But at the same time, a balanced game should have enough engaging content to cater to a spectrum of players right?

The same open-mindedness for "total freedom in a game to do / repeat whatever you want, whenever you want" should apply for granting enough enjoyable experience for not only 1 market segment (casual only).

There is something to be said for Rarity of something; to have to earn something whether its through skills only (super tactical, strategic fight that requires many players repeated tries to figure out (GREAT!)), or also rarity of occurrence. If every single eventual NM / HNM in this game is on a 1 Minute Cooldown / Respawn (and will always be up), so all players can just fight them over and over, does that diminish the experience?

I think even right now with the R60 NMs (like Uraeus, Great Buffalo), you know they're going to be there every ~20 minutes (their in-game window), and it's great that everyone can get their drops, but they certainly feel like a common monster wandering the world. When you go gathering in Coerthas, seeing Uraeus up is no big deal.

Freedom is great; and maybe Rarity (Time) no longer needs to be a factor, but I can sense a loss even with a 20 minute timer on something like Uraeus or Great Buffalo (you see it all the time, and it's no longer special / needed).