They are for people who wish to enjoy every last Corner of a dungeon, without the need of being Stupidly Pressured into a time frame that has absolutely no correlation to the objective. its only purpose is to rush people in and rush them out.
This, and i've explained my examples/experience.
I have a static of old friends from the time of XI, one of them in the daytime plays from his shop.
When a customers enter in the shop he have to go afk many minutes..
What happens if we are close to the final boss with poor time left?
What if i have to go to dinner or lunch while in dungeon?
What if we arrive at the final supermegahard boss "X" and we want to try only him?
When the time ends you have to rush again the whole dungeon to try it again?
Timers are simply silly, no other games have them, ask yourself why? SE it's so special?
SIMPLY THERE IS NO REASON TO HAVE THEM.
When you're at work, focus on your work. Problem solved..>.>
No offense, but your only reasoning seems to be:This, and i've explained my examples/experience.
I have a static of old friends from the time of XI, one of them in the daytime plays from his shop.
When a customers enter in the shop he have to go afk many minutes..
What happens if we are close to the final boss with poor time left?
What if i have to go to dinner or lunch while in dungeon?
What if we arrive at the final supermegahard boss "X" and we want to try only him?
When the time ends you have to rush again the whole dungeon to try it again?
Timers are simply silly, no other games have them, ask yourself why? SE it's so special?
SIMPLY THERE IS NO REASON TO HAVE THEM.
"Timers should not exist so that I can screw around more and incur no penalty."
Moreover, trying to play FFXIV and run a store or go to dinner is a personal problem.
Why are you ignoring the reason for having them? I've personally considered how it may be beneficial to not have them, but those benefits are outweighed by the benefits of actually using timers.
Hey look, Elexia throwing a personal attack. How novel."I'm not rude or confrontational." Do you still stand by what you said? That's pretty rude and confrontational of you to say, especially since I've read not one comment regarding pressuring anyone. Yoshida even said speedruns (pressure for loot) is going away in ARR.
So..yeah you're just being rude for the sake of it now.
You are aware that this is a game (which is basically screwing around) and not work, right?
Of course. Doesn't mean it has to involve no effort. Lack of challenge bores me. I thought the goal was to bring your A game to an instance....plenty of other areas where you can just have fun
'cos vidya gams arz srs bznss.
Off that high horse please. Time limits in dungeons are counterproductive to the concept of enjoying the content.
Skipping cutscenes, running away from monsters, stacking as many cookie cutter DDs as possible have absolutely nothing to do with effort or challenge.
As a matter of fact time limits limit radically what a developer can do in terms of boss fight complexity and challenge.
Last edited by Abriael; 11-10-2012 at 03:48 AM.
you can remove time limits but most people will still try to clear content as fast as possible to re-enter and do again. Not sure how they are gonna handle re enter timers so ill reference 1.0. If i clear a dungeon in 15 mins with a 15 min re enter that's 2 runs an hour so its much higher chances of loot when you maximize time. If they put long re-enter timers on things then maximizing time prob wouldn't happen so much unless there was enough content in game were you are going from a dungeon to b dungeon to c primal and trying to fit it all in a 3 hour time frame or w/e.'cos vidya gams arz srs bznss.
Off that high horse please. Time limits in dungeons are counterproductive to the idea of enjoying the content.
Skipping cutscenes, running away from monsters, stacking as many black cookie cutter damagers as possible have absolutely nothing to do with effort or challenge.
Again, time shoud be a penality/difficulty...? Is this a Super Mario stage?No offense, but your only reasoning seems to be:
"Timers should not exist so that I can screw around more and incur no penalty."
Moreover, trying to play FFXIV and run a store or go to dinner is a personal problem.
Why are you ignoring the reason for having them? I've personally considered how it may be beneficial to not have them, but those benefits are outweighed by the benefits of actually using timers.
SE need to learn how to make real hard content. Time it's not a difficulty.
it's just an excuse for lazy developers without ideas.
FFXIV had the excuses like his crappy engine / netcode. But ARR was made for this no?
Limitation like time, or the number of instance should not be a problem.
Limiting the time makes for a different experience during an instance whether you can bring yourself to admit it or not. It is not merely a question of pure difficulty, but in time management during the course of the instance which adds a unique variable to gameplay. You are just flat out ignoring this and suggesting the time limit plays no actual role. Requiring speed runs for loot was negative function of time, but with that removed in ARR there is no problem having a general time limit for the instance. If they make this so-called real hard content, you'd probably just begrudge for making your items truly harder to obtain.Again, time shoud be a penality/difficulty...? Is this a Super Mario stage?
SE need to learn how to make real hard content. Time it's not a difficulty.
it's just an excuse for lazy developers without ideas.
FFXIV had the excuses like his crappy engine / netcode. But ARR was made for this no?
Limitation like time, or the number of instance should not be a problem.
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