The new servers are supposed to have at least 5k ppl online on the same moment without problems. Istance overload? That shouldn't be a problem in modern games. Oh and to prevent that, WoW have auto log off in 30 mins or 1h (i don't remember well.)
I'd be fine with no instances provided we got a reasonable alternative to them. I don't think players want open world dungeons though. The bitching that would ensue would likely be hilarious though. Instances are nice because they make everything very neat and organized.How about throwing some of that money there going to rake in when re subs start towards servers that can actually live up to the Massive part of this MMO. how about a Micro Server on the Main Servers Dedicated for instances, the Wards are already done like this.
your going to like this one, how about No Instances. *Gasp* the horror of it all!
Why? IS doom wall going to crush me if i don't hurry, or maybe the caves going to trap us alive?So you can spend time exploring or go afk they're pointless? I think removing the timers would remove an incentive for players to actually try to play the game. Point being, we're supposed to work together towards an accomplishment based on our need to complete it within "x" amount of time.
Removing speed runs I agree with. Removing timers on all instanced dungeon content? Bad. You're ignoring what you're being told; that the timer serves an actual purpose.
besides im pretty sure my journal says to kill the imperial operatives( for that one quest that actually has you do something besides run past everything, Kill bosses and grab the chests). it doesn't say kill the imperial operatives in 15 minutes or your a horrible crappy unskilled player.
I still don't see a reason for removing them besides irrelevant behavior like going afk (which can you still do) or exploring (an instance of all places). Even if we ignore resources, the timers are what make an instance. Honestly, I don't know why you guys are complaining about them. Should you fail, re-entry is a matter of only a few minutes. In a decent group, 30 minutes is usually more than enough time to take care of business, get everyone their chest, etc. Do you want easy mode even easier or something?Why? IS doom wall going to crush me if i don't hurry, or maybe the caves going to trap us alive?
besides im pretty sure my journal says to kill the imperial operatives( for that one quest that actually has you do something besides run past everything, Kill bosses and grab the chests). it doesn't say kill the imperial operatives in 15 minutes or your a horrible crappy unskilled player.
Unless you are wasting time or royally sucking, the timers aren't an issue.
/endthred
then have a 15 minute timeout, if a player goes in with a group and AFK's the entire group gets the boot. there is absolutely zero need for a timer in an instance that doesn't have an actual event( like Flooding, Collapsing, Defuse the Garlean Bomb, Kill Doom Wall before pushes your party back down to the starting floor, etc etc.) not to mention Rushing people leads to class stacking on the bases of efficiency.I still don't see a reason for removing them besides irrelevant behavior like going afk (which can you still do) or exploring (an instance of all places). Even if we ignore resources, the timers are what make an instance. Honestly, I don't know why you guys are complaining about them. Should you fail, re-entry is a matter of only a few minutes. In a decent group, 30 minutes is usually more than enough time to take care of business, get everyone their chest, etc. Do you want easy mode even easier or something?
whether you have speed runs or not means nothing at all, would you rather complete an instance in 15 minutes with class stacking for the most efficiency or 30 to 45 minutes without? i know which time id be aiming for if it get me 3 runs to your 1. Remove the time all together and you remove the Stigmatism of Gotta rush it, no time to loose, GO GO GO. while it wont disappear immediately people will eventually chill the hell out.
With nearly half of the game being instanced, your dame right i want to explore the other half of it.
Last edited by Valmonte; 11-10-2012 at 02:51 AM. Reason: Continuation of a thought
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.
You know what ? Most of ppl here just played XI - XIV. So they don't even know instances/dungeons works in other games.then have a 15 minute timeout, if a player goes in with a group and AFK's the entire group gets the boot. there is absolutely zero need for a timer in an instance that doesn't have an actual event( like Flooding, Collapsing, Defuse the Garlean Bomb, Kill Doom Wall before pushes your party back down to the starting floor, etc etc.) not to mention Rushing people leads to class stacking on the bases of efficiency.
whether you have speed runs or not means nothing at all, would you rather complete an instance in 15 minutes with class stacking for the most efficiency or 30 to 45 minutes without? i know which time id be aiming for if it get me 3 runs to your 1. Remove the time all together and you remove the Stigmatism of Gotta rush it, no time to loose, GO GO GO. while it wont disappear immediately people will eventually chill the hell out.
There is no ONE reason to keep timers, NO ONE.
The only pressure of time is speedruns needed to get certain loot, something that won't exist in ARR as it has already been confirmed.
Timers server many purposes and as I said once again, SE made the mistake in tying time into a requirement for loot. Take XI for example, a lot of instanced fights are 15-30 minutes, plenty of time even if you screw up with the overall reward being left to the RNG gods (typical side BCNMs), not obscure requirements like it is in XIV which you still have to sacrifice your first born to the RNG gods.
Could say the same about you, because not only do most MMO's instance dungeons run on a cooldown/lockout timer, they also run on timers inside of the instance before the boss despawns. So honestly, I think you only refer to mainstream MMOs despite the hundreds out there that people have played and continue to play.
Remember, MMOs existed long before EQ, XI and WoW turned them mainstream.
Last edited by Elexia; 11-10-2012 at 02:56 AM.
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.
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