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  1. #91
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by DoctorMog View Post
    Here is my AV 5 chest speed run tutorial, it might help:

    http://www.youtube.com/watch?v=G2bPOfKoL5A
    I already watched it, and our set up is pretty close to yours so yeah I am indeed confused. It's no big deal though, I'll write it off as server latency and nuke harder next run.
    (0)

  2. #92
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Agoven View Post
    There should be an all mobs vanquished achievement for every dungeon. That way there is a reason to slow down and return to a dungeon.
    This is quite possibly the best idea proposed in all threads complaining about speed runs being linked to loot.

    SE could implement conflicting coffer requisites that make it so all coffers cannot be obtained in 1 run; for ex:

    Normal run = 3/5 coffers from boss
    Speed Run = 4/5 coffers from boss
    All Mobs run = 4/5 coffers from boss

    the catch is that the speed run chest cannot be obtained by doing an all mobs run (because there isn't enough time to kill all mobs while doing a speed run) and vice versa; the all mobs run pops a chest that cannot be obtained by speed run but in turn does not pop the speed run chest.

    This way people will have reason to do both speed runs and non speed, but all mob, runs in order to get all the loot. It would then be logical to split up the darklight or whatever other gear between those two chests.
    (0)

  3. #93
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    from left to right:

    1. killing middle slug on first poison room around 1:40, first slugs we targetted.
    2. clearing imperials room.
    3. kill molbor
    4. speedrun
    5. open all chests.
    (1)

  4. #94
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    Quote Originally Posted by Peptaru View Post
    OP was saying that speed runs are stupid, and while you CAN do them with diversity it favors job stacking. You can do them all NP with whatever jobs,true, but it doesn't make it the most effective method. I agree with OP, btw. Speed runs for best loot is not a challenge, speed runs ARE.NOT.HARD. Its a stupid, random hoop to jump through to create a wonderful time-sink to bide time til content. I'm glad you can do it with all the jobs, but having a few minutes left over compared to job stacking and having 10-12+ minutes left over... kinda supports the OP's idea in the OP. lol
    Obviously this person is a huge troll, runs around every thread posting like they know anything about everything.

    Clearly has not done a speed run, and probably will never.

    Good groups run about 5-6 minutes under the cut off, in a PERFECT run. Most runs are 2-4 minutes before the cut off. Just an FYI. Good attempt though.

    Having speed run drop bodies is the best idea SE ever had. Pick-up parties getting bodies, NOTHANKS.

    Going 0/30 on bodies is also nothx, but that's a different convo.
    (1)

  5. #95
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Chardrizard View Post
    from left to right:

    1. killing middle slug on first poison room around 1:40, first slugs we targetted.
    2. clearing imperials room.
    3. kill molbor
    4. speedrun
    5. open all chests.
    Do you have to kill both rooms or just the second room of imperials?

    We were told only the second room spawns chest, in which case that would have been our undoing.
    (0)

  6. #96
    Player
    Kye's Avatar
    Join Date
    Mar 2011
    Posts
    76
    Character
    Mog Kupo
    World
    Balmung
    Main Class
    Archer Lv 90
    Personally, I dislike speed runs for the reasons that the OP raised. While I understand their place in the game is primarily for a test of skill and achievement, what this actually translates to is players forcing others on to other jobs that are considered optimal for the task (i.e all Black Mages to sleep, or all Warriors to run through).

    And while that may be normal even for a none-speed run, what becomes annoying is when a party will constantly restart the dungeon whenever a mistake is made that could deem a speedrun unfeasible. Countless times I've been in a party of speedrun obsessed players who will restart and kick players who cannot keep up with the speedrun; an aspect of gameplay that is easily forgotten after the fact, and is just as easily ruined by server lag wherein parties get stuck frozen for long periods of time before a cutscene should begin.. a cutscene that everyone must skip and never enjoy.

    The unfortunate reality is that SE continues to put hard work into small details in their game, and then creates gameplay elements wherein players must skip these details. There is a serious problem in the design of this game when a timer begins as soon as an intro cutscene begins, because you cannot skip said cutscene until it has loaded enough to begin. Why must I mash the keyboard in an attempt to skip such a beautiful piece of cinematic art so that I can keep up with my party, as they begin charging as fast as possible to make up the half a minute that has already been lost just trying to skip the scene.
    (2)

  7. #97
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    Quote Originally Posted by Kye View Post
    Personally, I dislike speed runs for the reasons that the OP raised. While I understand their place in the game is primarily for a test of skill and achievement, what this actually translates to is players forcing others on to other jobs that are considered optimal for the task (i.e all Black Mages to sleep, or all Warriors to run through).

    And while that may be normal even for a none-speed run, what becomes annoying is when a party will constantly restart the dungeon whenever a mistake is made that could deem a speedrun unfeasible. Countless times I've been in a party of speedrun obsessed players who will restart and kick players who cannot keep up with the speedrun; an aspect of gameplay that is easily forgotten after the fact, and is just as easily ruined by server lag wherein parties get stuck frozen for long periods of time before a cutscene should begin.. a cutscene that everyone must skip and never enjoy.

    The unfortunate reality is that SE continues to put hard work into small details in their game, and then creates gameplay elements wherein players must skip these details. There is a serious problem in the design of this game when a timer begins as soon as an intro cutscene begins, because you cannot skip said cutscene until it has loaded enough to begin. Why must I mash the keyboard in an attempt to skip such a beautiful piece of cinematic art so that I can keep up with my party, as they begin charging as fast as possible to make up the half a minute that has already been lost just trying to skip the scene.
    I'm not sure what party, or who you're running with. But anyone who exits the dungeon just because you messed up on a speed run is a complete FOOL, or everyone has full DL from the dungeon (which they don't).

    Takes 15 minutes to reenter when you willingly exit, takes about the same time to clear the dungeon (by the time you have determined that your speed run is failed.)
    (0)

  8. #98
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Agoven View Post
    There should be an all mobs vanquished achievement for every dungeon. That way there is a reason to slow down and return to a dungeon.
    In Cutters, you have to kill almost every mob to clear it anyway. The only ones you can skip are a few mobs in the cactaur room and the last few peistes before the final boss.

    I don't get how people think that clearing every single mob is somehow more "honorable" than clearing the dungeon quickly. It's just easier. It's for people that believe timesink > challenge. Changing the speed run condition to a "clear all mobs" condition lowers the incentive to perform well and the sense of achievement you get from completing something difficult.

    Some people just need to accept the fact that they can't get every item in the game if they aren't willing to put in the effort involved in clearing a speed run. There are so many complaints about how this game is too easy when other people clear the endgame content in a few days. Yet when it comes time for them to do the content themselves they complain because speed run is too hard or that it forces them to play in a style they don't like.

    What this says to me is that the level of difficulty is actually pretty fair. Of course, the drop rates are not. I think every sensible person believes that reward should be proportional to the level of difficulty involved. If SE made a dungeon with no timer, they would most likely reduce the usefulness of the rewards. Are people going to do dungeons that don't offer best-in-slot gear? Is designing that even worth the effort? Look at Totorak and Shposhae and I think you'll find your answer.

    Quote Originally Posted by Nexxus View Post
    let us taking our time finishing the dungeon, optimisation should only be strategy and gears, not jobs.
    In a game that lets you switch classes on the fly, having the right party setup will always be a part of optimization.

    I consider the ability to change party makeup mid-dungeon one of the main strengths of this game. It's very FF5ish. Speed run itself is not the problem if you can't play your favorite job to complete it. The real issues are:

    1) The Armory System
    2) Class balance
    3) Unwillingness of players to experiment and make other setups work
    (3)

  9. #99
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Well done DocMog, my hat is off to you.
    (1)

  10. #100
    Player ejiboo's Avatar
    Join Date
    Dec 2011
    Posts
    167
    Character
    Eji Boo
    World
    Hyperion
    Main Class
    Marauder Lv 50
    i'm sure that all the top linkshells and players can agree that speed runs are not our ideal situation and we'd like to see content handled differently.

    y'all whining about jobs and all this other bullsiht are fcukin stupid and you're gonna get me banned from the forums again, thanks!
    (1)
    Last edited by ejiboo; 03-27-2012 at 03:43 AM. Reason: don't wanna get banned!

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