

yes, for a thousand times, already know don't want speed run = loot mechanic. This topic is about multi jobs, not necessarily means speed runs.The problem with changing jobs mid dungeon is why do it?
In 1.0 speed runs were required for loot and relic items, so people had to optimize jobs to get done very fest which required people changing jobs. There has to be a reason to why someone would want to change jobs mid run. SE already said they didn't want to do the speed run = loot mechanic anymore for 2.0


Yes if you stay on the same jobs throughout a dungeon if time isn't an issue does it then really matter how long it takes to get done? What's the point of changing jobs mid run? To a point we already do this. In Coil we double tank turn 6, 7, and single tank turn 8 and 9 having people switch jobs in the waiting area before heading on to the next turn.

People cry for more challenging content, this offers that, more challenge.
No, right now, ARR doesn't offer anywhere near this. Sorry, coil is no where near doing this. You do one coil, you stop, reform your party with different members, go back and do the next coil. You are doing a single dungeon with a different party in Coil.
Right now, ST is pretty much the same no matter which level you are on. It is dodge/move/avoid, raise and repeat, it offers very little challenge, if any. ST is a perfect kind of dungeon to implement something like this.
Sorry, game went dead because it has crappy infrastructure, 3-5 sec lags in instances, mobs doesn't display when you have 20+ people at loc, dysfunctional retainer market, TP taking up to 5 mins, and lack of MMO play-ability. Back in Closed Beta, many players complained that ARR shouldn't trash everything 1.23 offers, and should keep some aspect of it. This is one aspect that is worth consideration because it changes the current monotone endgame raids.
Yes, I understand many wishes to play only one job and there are plenty of content for that. But all I can say is, when you still see players in ARR creating a 2nd character to level up another job after their "main" hits 50, that indicates serious lack of understanding what one character offers.
Last edited by AttacKat; 09-10-2014 at 10:18 PM.
Please don't marginalize, there were plenty of people content with the content given during beta. A lot of the problems you're mentioning didn't exist in beta due to the large amount of restrictions. On a different note, I personally don't like the thought of using multiple jobs for a dungeon. It'll restrict members (not everyone has multiple jobs, like how my alt only has Warrior leveled), it creates division amongst jobs, and it prevents players from playing their favored class. I wouldn't mind having 1 or 2 dungeons like this, but I don't want them to convert back to this format
Sorry, game went dead because it has crappy infrastructure, 3-5 sec lags in instances, mobs doesn't display when you have 20+ people at loc, dysfunctional retainer market, TP taking up to 5 mins, and lack of MMO play-ability. Back in Closed Beta, many players complained that ARR shouldn't trash everything 1.23 offers, and should keep some aspect of it. This is one aspect that is worth consideration because it changes the current monotone endgame raids.

I disagree with the last part. Many people create a second character to avoid the caps and lockouts placed on their main. In case you haven't noticed, it actually takes about three times as long to gear for a second job on the same character versus using another. If you have the time to play two, go for it, most of us don't.
Yes, I understand many wishes to play only one job and there are plenty of content for that. But all I can say is, when you still see players in ARR creating a 2nd character to level up another job after their "main" hits 50, that indicates serious lack of understanding what one character offers.
"You don't stop playing when you get old, you get old when you stop playing!"
Punctuation is your friend. It deliniates the difference between "Let's eat, Grandma!" and "Let's eat Grandma!"
Actually, the "many players complaining" during beta was more like "the same guys complaining over and over". Same thing as the current forums really.
Actually, it was many players because all during 1.x development we were told things would be fixed, not tossed out and in some cases, steps backwards from the "oh so broken FFXIV".
No it wasn't.
Just like now it was the same few people whining over and over at every attempt they got. That's part of the reason they had to introduce posting limits to the forums.
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