Quote Originally Posted by fusional View Post
i'm pretty sure pre-tp/mana burn setups, most people actually had to push pretty hard to beat Ouryu and Bahamut v.2 as quickly and efficiently as possible, as the time allotted allowed for only minimal mistakes if you expected to recover and finish.

dynamis and limbus were a bit different since you generally weren't going out of your way to "speed run" it, but you were certainly rushing to farm as much as possible before time expired. (and one could argue that if your end goal was to farm dynamis lord or attestation NMs, you were most certainly rushing to burn through as fast as possible)
Quote Originally Posted by fusional View Post
people want an already easy/casual game to be even more easy/casual. where's my content, bro?
Are you really so stuck on speed runs being good that you can't offer up a suggestion? I've yet to see anything in this thread other than, "Stop trying to make it easier" comments, give a little back with all this negativity please.

In Dyna and most of the other EG content yes there was a time limit, but rarely if ever did you simply rush to the boss and try to clear in 5 mins, there were things that you either had to do period, or like in dreamworld dyna wanted to do to make the boss more handleable. Actually I think the only place you ever were going for raw "gitterdone" was Nyzul, all the others you farmed for one reason or another, the goal was never to get in and get out so you could go back in again, what with the 72hr cooldown, or max 4tags and what have ya. The flaw in these isn't simply that they were designed with little imagination, it's that after the lack of imagination they said hmmm... how's that 5th chest drop, eh just base it on time we need to get these dungeons in place tonight.

Quote Originally Posted by SwordCoheir View Post
Could try a gauntlet type dungeon.

-Have reasonably sized dungeon maps that you work your way through, at the end of each map there's a boss.
-Once that boss is defeated you have the option to continue or take the reward.
-If you choose to proceed you'll be randomly teleported to one of the different maps and everything increases in difficulty.
-Continue to work your way through the floors defeating each boss, progressively getting more and more difficult.

Conditions for Winning:
-For each boss kill you obtain one chest (Up to 5) which can be obtained by choosing to receive your reward instead of continuing in the dungeon.


Conditions for Item Drops:
-The first chest will always be the chest that holds the rarest items in the dungeon so it will be possible to obtain them with one boss kill, however the chances of obtaining the gear will be next to nil .01%-1%.
-Beating subsequent bosses will drastically increase the drop rate of the rarer items and even lowering the drop rate of other possible drops in the process giving players more incentive to try and go as far as they can.
-Continued progress past the 5th boss can still further increase drop rates, but not the number of possible chests

Conditions for Loss or loss of rewards:
-If time expires all rewards and progress is lost.
-If the party/members are defeated or forced to return, players will be penalized and be reduced one boss win lowering chances of rewards.

I'm just throwing out some rushed ideas though, they're far from a perfect. It could let those speedsters have their fun by going as far as they can to improve their chances at getting the items, but still let the slower, more casual, or less experienced players enjoy the dungeon and still have a chance to be rewarded for their efforts.
Nyzul ^^
and I said something not so dissimilar from Dyna a ways back too ^^