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  1. #31
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I don't see why, instead of chest conditions depending on speed runs, SE decided to change chest conditions to be dependent on number of mobs killed/spawned/mob families eliminated etc. Make us hunt those chests down...

    From a player mentality perspective, It would also be nice if dungeon mobs gave 5 GC seals per kill. In an evening of a few runs that would stack up quite a bit. That would entice parties to farm more.

    Another issue is no one really uses dungeons for xp, which is the point of most trash mobs. Thats a design fault. SE could have implemented permanent Guardian Aspect in dungeons to entice parties over to them.
    (1)

  2. #32
    Player
    Valmonte's Avatar
    Join Date
    Jul 2011
    Location
    United Federation of Awsome
    Posts
    1,136
    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Quote Originally Posted by Alhanelem View Post
    Um... you aren't making a lick of sense.

    You don't get loot form trash mobs (other than the junk you don't want that the same monster would drop anywhere else). Therefore, you have no reason to wish to kill them in order to get loot they don't have.

    /me scratches head at quoted post
    So far as i know, all drops in this game serve a purpose for crafting. take the ghosts in Darkhold for instance they drop alot of velveteen cloth, right now i could use all of that i can get. however Speed runs get in the way of killing every mob.

    I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
    (3)

  3. #33
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by indira View Post
    the problem with instanced dungeons/raids people will rush as fast as they can regardless. right now you have more than enought time for them all
    Only so long as they get rewarded for rushing through content. There's a couple of ways to fix it, too.

    Remove timers. Remove speed runs. Un-leash all mobs inside dungeons (by this I mean is that they'll forever chase you instead of returning to their territorty after a while). Put multiple bosses per dungeon with their own loot tables and just get rid of the silly chests.

    Seriously, Darkhold should not be "run to beacon. Heal tank. Keep running to next beacon. Heal tank again. Keep running to next beacon. Rinse, repeat."

    Quote Originally Posted by Valmonte View Post
    I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
    Should vary per dungeon, especially given each story the dungeons have. Like darkhold with the whole thing about beasts from the nether showing up without stop. Instead of making all vanish when you reach each beacon, what I would do is have mobs constantly respawn as you're fighting them, and the only way to get them to stop respawning is reaching the beacon, leaving you with a bunch of mobs to finish off to clear that part of the dungeon before you move on. Granted, they'd have to come up with something else to not make it so dull and repetitive for every part of Darkhold, but it's a step forward from what we currently have.
    (0)
    Last edited by Duelle; 05-29-2012 at 07:59 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #34
    Player
    Malakii's Avatar
    Join Date
    Mar 2011
    Location
    L.L.
    Posts
    295
    Character
    Damien Omega
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    the problem with these timers is yeah it creates a small cheap way to create difficulty but, imo not boss mob of a dungeon should be able to be down in 2:00 or less. This is ridiculous that just using a time clock is the only difficulty challenge SE can give us.
    (1)

  5. #35
    Player
    Moiren's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    141
    Character
    Moiren Houl
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    I think is ok to have a timer.

    What I dont like is the speedrun trend (if you agree, then like/reply to this! http://forum.square-enix.com/ffxiv/t...trend?p=649722 ) and the fact that, since there's no 48h+ cooldown, SE did make the items' droprate abysmal, so you have "things to do"... too bad that means you have to spam the same content in the same way over and over and over.

    Long cooldowns and better droprates would be better imho. I think one of the best model was FFXI's Limbus: you had to do more "dungeons" to farm all the "keys" for the final one (all shared the same CDs, but you could split parties since with "cast lots" you could give the keys to the same person), where there was a megaboss which always used to drop 2 items (even same ones... hi2u Zucchetto x2! D 100% of the times.
    (1)
    The best things in life are always free...~


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  6. #36
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,256
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    We need timers. Think of Nyzul Isle, Assault, Dyna or MMM with no timers, lol.

    If you take away timers may as well just make it an open world dungeon. There would be very little different between DD or CC and just another map if you took the timers out of the equation.

    And if you are timing out on our current raids (unless you are new and just learning them of course), you need to rethink a few things
    (1)

  7. #37
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    548
    Quote Originally Posted by FlowerPower View Post
    Hello SE,

    Please do not introduce any more content that involves timers. I don't mind DPS races... or bosses that require speed to kill... but i'm sick of having a stupid clock running the game. I didn't realize this game was Zelda Majora's Mask!


    Who's with me!?

    Thumbs upppp!

    You must be new. Let me explain. They put timers because there is a limit to the number of parties that can enter the instances. You don't want to get a message: " can't enter server loaded" ever time do you? Because that's what's gonna happen if they take timers off. 2.0 prolly won't have them., or will have a mix, simply because it's another engine and allows more players into the same area.
    (0)

  8. #38
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Noir View Post
    You must be new. Let me explain. They put timers because there is a limit to the number of parties that can enter the instances. You don't want to get a message: " can't enter server loaded" ever time do you? Because that's what's gonna happen if they take timers off. 2.0 prolly won't have them., or will have a mix, simply because it's another engine and allows more players into the same area.
    That's indeed fault of the server architecture and most likely the fact that the game engine probably cannot support a dedicated instance server. Doesn't make it good or right, though. Now if 2.0 doesn't have a dedicated instance server, I'm going to be very dissapointed.
    We need timers. Think of Nyzul Isle, Assault, Dyna or MMM with no timers, lol.
    Lame events with no real mechanics. And I mean Real Mechanics, as in moves to be avoided without Stoneskin or Utsusemi or Perfect Defense, environmental hazzards (lava geisers, void zones, poison walls), temporary weapons that can be used only during the fight, not to mention temporary buffs that are part of the encounter that make it beatable.

    My dislike for XI's events aside, you can't compare dungeon runs to Nyzul et al. It's not much of a valid comparison given that they served very different purposes.
    (0)
    Last edited by Duelle; 05-29-2012 at 10:29 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #39
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,069
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 100
    Quote Originally Posted by vax View Post
    Just remove speed runs and done.
    ^this

    /10char
    (0)

  10. #40
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Valmonte View Post
    So far as i know, all drops in this game serve a purpose for crafting. take the ghosts in Darkhold for instance they drop alot of velveteen cloth, right now i could use all of that i can get. however Speed runs get in the way of killing every mob.

    I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
    I would not want to play a dungeon where you had to kill every single monster to get a reward.

    Trash mobs are distractions, mooks designed to wear you down and slow you down. Any way you can avoid them, you're supposed to. If you want to kill them, just kill them outside on your own time. It's not like there aren't any ghosts anywhere else. Either that or take a few like-minded friends to farm the trash mobs. There's no thought or strategy in killing every weak grunt on the way to the back of the big boss's hideout.
    (0)

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