All I can do is LMAO at this thread. Like someone said if ALL the DF groups you join are failing. There is a common denominator in there isn't it, and it seems to be you not the timers.

All I can do is LMAO at this thread. Like someone said if ALL the DF groups you join are failing. There is a common denominator in there isn't it, and it seems to be you not the timers.

At first, I didn't really agree with the timer being placed, but when you stop to consider what people could do if there wasn't a timer, then you begin to understand why they implemented it. The only real problem I've heard about are those roleplaying groups that are busy typing actions in between each battle. Sometimes they run out of time because of this.
That's a whole different discussion altogether though.

I disagree. Every other game I have played with a Duty Finder like mechanism never had stupid timers, and the sky did not fall.At first, I didn't really agree with the timer being placed, but when you stop to consider what people could do if there wasn't a timer, then you begin to understand why they implemented it. The only real problem I've heard about are those roleplaying groups that are busy typing actions in between each battle. Sometimes they run out of time because of this.
That's a whole different discussion altogether though.
These timers cause way more issues than they solve.

What issues do they cause? your group is not skilled enough or geared enough to do it in a time limit that is about DOUBLE the needed time or a skilled player in the minimum expected gear, so you dont finish.. Not enough time left for join in progress, well this means your group took too long to realize it wouldn't work and now there is no time left (or people bailed quick knowin the end and no one joins in progress on such run because they know what they are going to get if they do join).
with the exception of the RP who may have issues with the amount of RP they do in a run, anyone who seriously consistently has an issue with the timer is likely the weak link in the parties leading to the timer issues and is just looking for an out on their own shortcoming.
This is actually my biggest beef with the timers. Instances often have very unique flavors in terms of scenery, and they provide fantastic settings for RP scenes. Likewise, in character dungeon runs are a fun way to combine roleplay with gameplay. Both of these activities, which I love to take part in, are next to impossible with instance timers.
Can not agree. You do not need more than 10 mins to learn each boss encounter in that dungeon.
First boss, at the best you wiped like 2-3 times, then you would realize that you have to move to shinning plateform when you have curse on.
Second boss, there is nothing to learn. It is always logical to attack heart first instead of body when you are seeing boss like that.
Third boss, at the best you wiped 2 - 3 times, then you would realize someone must be inside the sqaure. Unless you are suffering WoW style tunnel vision syndrome, all DPS with sanity would attack those laser shooting thing first.
This is not an encounter that requires more than 1 hour to learn. The only instance would takes more time to learn is probably AK, defintely not the temple. There is a difference between learning and being bad.

Loveless, which is an appropriate name for you - I've cleared many temple runs.
But every time I have cleared it, it's been on fresh runs with at least two or more veterans who have completed the dungeons before. Every time I have attempted the Sunken Temple in a group already in progress or in a new group where most people are learning the fights - they have been failures due to the stupid time limit.
So before you start insulting people you have never even played with, think before you post. Because I'm not the problem. The timer is - because it does not allow sufficient time to learn the instance or replace members.
Last edited by Dale; 10-26-2013 at 05:44 AM.
There is a finite amount of server capacity. SE shouldn't have to spend <insert large amount of money here> to quadruple the number of machines on the duty finder network just to remove a timer that rarely if ever causes an issue for anyone, when that timer's existence means they dont' need nearly as much hardware as they might otherwise. I'm not going to make unreasonable demands of SE. They aren't using tandy 1000 computers for servers you know... Please, go over to their warehouse and tell me they're using inferior hardware at their datacenter.This is a problem with server infrastructure. You should be spending more time demanding SE use servers that can actually handle the loads the players put on them rather than defending timers.
Seriously, the time limits are generous, nobody can argue otherwise. AK has a 2 hour time limit and pretty much anyone capable of clearing it at all can clear it in 25% of that time, the same is true of most other dungeons.
Hitting the time limit is a serious indicator that something is seriously wrong with you or your group.
Last edited by Alhanelem; 10-25-2013 at 01:25 PM.

Oh yes someone can because they aren't generous at all.
When time limits don't even allow sufficient time for a new group to learn the instance or replace members the last word I would use to describe them is "generous".
Over an hour to not learn a typically 20-35 minute set of dungeons (especially the early ones) isn't generous..? If these were every Einherjar and Tu'Lia dungeons combined, yeah I would expect there to be not enough time.
But 90-120 minutes..? You can see every boss mechanic in 5 minutes or less (and let's not forget that almost every dungeon is generally a set of 2-4 bosses including the final boss) unless you're just standing there watching and not even attacking. I can sympathize with new people, but let's be realistic here..
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