Personally I'm more for open world non-instanced content. I want to be able to run into the cave of utter death BY MYSELF. Sure I'll probably never emerge alive but I want that option.
Personally I'm more for open world non-instanced content. I want to be able to run into the cave of utter death BY MYSELF. Sure I'll probably never emerge alive but I want that option.


It's as simple as that. Without a time limit, the dungeon could be done for 10h+ straight to get EVERY and each little single piece out of it in ONE go. Content clear...hurray!
But what if the amount of stuff to do in the dungeon is enough to make a 60min timer challenging? Every stupid noob group can try one fight over and over til they get it done if there is no time limit, but what if good performance with skill and teamwork is essential to actually be able to beat it in that timelimit? People will have to be focused, pay attention and actually do what an MMO tries to teach you, to PLAY YOUR CLASS. Even WoW, the godfather of MMOs learned it the hard way. They imlpemented cockblocks, like a max amount of tries before your Raid ID gets shutoff.
Why the hell would you want to get 2 dungeons that everybody was waiting for and stay 10h in it to beat it the first day, when there is the possibility of progress over several tries limited to 60min each? Good groups might be able to finish it in a few tries, mediocre groups might need a few weeks, and bad groups will never really progress(which is the whole point of rewarding loot). If you want to be able to faceroll your way through dungeons and just wipe over and over til the boss dies of exhaustion, play another MMO. A timelimit is a way to implement difficulty to a dungeon, the more important part though is, that this timelimit is tuned that way where it actually gets hard to finish it in said timelimit w/o doing well which implies mobs and boss' and shit that might punish mistakes really hard and make you wipe fast so the timelimit will only prevent you from doing those boss' over and over til a monkey could kill it.
I for myself am very excited and look forward to those dungeons. If they are faceroll and you can run through them with less than 30min, I will be disappointed, but if the timelimit of 60min actually does come into effect cause the amount of stuff to do in the dungeon demands you to do good to get it done before 60min, I will be happy and satisfied.
I wasn't hoping for 2 dungeons just to be done with them in 1 day...I was hoping for them to keep me busy for weeks if not months. So anybody who wants this stuff to be beatable in 1 day, go F off...
I couldn't have said it better myself.. just my fingers hurts and didn't feel like typing that.It's as simple as that. Without a time limit, the dungeon could be done for 10h+ straight to get EVERY and each little single piece out of it in ONE go. Content clear...hurray!
But what if the amount of stuff to do in the dungeon is enough to make a 60min timer challenging? Every stupid noob group can try one fight over and over til they get it done if there is no time limit, but what if good performance with skill and teamwork is essential to actually be able to beat it in that timelimit? People will have to be focused, pay attention and actually do what an MMO tries to teach you, to PLAY YOUR CLASS. Even WoW, the godfather of MMOs learned it the hard way. They imlpemented cockblocks, like a max amount of tries before your Raid ID gets shutoff.
Why the hell would you want to get 2 dungeons that everybody was waiting for and stay 10h in it to beat it the first day, when there is the possibility of progress over several tries limited to 60min each? Good groups might be able to finish it in a few tries, mediocre groups might need a few weeks, and bad groups will never really progress(which is the whole point of rewarding loot). If you want to be able to faceroll your way through dungeons and just wipe over and over til the boss dies of exhaustion, play another MMO. A timelimit is a way to implement difficulty to a dungeon, the more important part though is, that this timelimit is tuned that way where it actually gets hard to finish it in said timelimit w/o doing well which implies mobs and boss' and shit that might punish mistakes really hard and make you wipe fast so the timelimit will only prevent you from doing those boss' over and over til a monkey could kill it.
I for myself am very excited and look forward to those dungeons. If they are faceroll and you can run through them with less than 30min, I will be disappointed, but if the timelimit of 60min actually does come into effect cause the amount of stuff to do in the dungeon demands you to do good to get it done before 60min, I will be happy and satisfied.
I wasn't hoping for 2 dungeons just to be done with them in 1 day...I was hoping for them to keep me busy for weeks if not months. So anybody who wants this stuff to be beatable in 1 day, go F off..., Time Limit= Gives you more reason to go back there again and agina and again to get the stuff or Multiple paths, Gear, etc.
Also these Dungeons are in relation to the Grand Companies also, Keep that in mind.



Sorry if this has been said (lunch break almost over, no time to read, I'm late! I'm late!)
Maybe the idea isn't to explore everything in the dungeon all in one go? Maybe the restriction was put in to encourage replayability? *shrug* No one will really know until they are released and we run them.
And let's be honest.... if the hour time limit really ISN'T enough time (which we won't know for sure til we run them) we can vocalize why we feel it isn't and SE may be able to tweak the timer.
Now off I go back to work *CRY*
http://www.onslaughtls.com


I'm glad for instances, since level capped open world dungeons and NM camping are not fun for most people. 8 player parties are past the 5-6 person group that would stop being properly considered a "party". It's an alliance/raid, although a small one.
I don't like time limits of any sort in my games. Not just because they're annoying, but especially in multiplayer games where people have responsibilities and may need to go afk to get the door, take care of a crying baby, or just have their power/connection knocked out, time limits do nothing but guarantee failure. This has happened many times to me personally dealing with events like Dynamis or Nyzul Isle, and I eagerly await the day when SE gets this idea that time limits=fun/challenge out of their heads. There's a reason most MMOs and most games in general got rid of time limits except for extremely limited circumstances where they make sense, like running from a bomb. That reason isn't because "all gamers today are n00bs and want easy mode lolol".
The fights by themselves should be challenging, and if I want to take them at my own pace and have some time to strategize with a group that may be partly or mostly made up of strangers, I should be able to. It's damned hard to get a group of eight people to match their schedules up to do this kind of thing regularly, and they shouldn't punish people who just want to do the content without getting caught up in the endgame drama and politics that inevitably results from setting up statics and endgame ls' for this kind of thing. Groups that can coordinate should be rewarded as well, but pick up groups should have the time to figure out each other's abilities and do the content--otherwise it's a waste of development time to benefit a small portion of the player population.
good point! But i don't think that all content will have such limits (i hope not, unless it makes sense).I'm glad for instances, since level capped open world dungeons and NM camping are not fun for most people. 8 player parties are past the 5-6 person group that would stop being properly considered a "party". It's an alliance/raid, although a small one.
I don't like time limits of any sort in my games. Not just because they're annoying, but especially in multiplayer games where people have responsibilities and may need to go afk to get the door, take care of a crying baby, or just have their power/connection knocked out, time limits do nothing but guarantee failure. This has happened many times to me personally dealing with events like Dynamis or Nyzul Isle, and I eagerly await the day when SE gets this idea that time limits=fun/challenge out of their heads. There's a reason most MMOs and most games in general got rid of time limits except for extremely limited circumstances where they make sense, like running from a bomb. That reason isn't because "all gamers today are n00bs and want easy mode lolol".
The fights by themselves should be challenging, and if I want to take them at my own pace and have some time to strategize with a group that may be partly or mostly made up of strangers, I should be able to. It's damned hard to get a group of eight people to match their schedules up to do this kind of thing regularly, and they shouldn't punish people who just want to do the content without getting caught up in the endgame drama and politics that inevitably results from setting up statics and endgame ls' for this kind of thing. Groups that can coordinate should be rewarded as well, but pick up groups should have the time to figure out each other's abilities and do the content--otherwise it's a waste of development time to benefit a small portion of the player population.
It doesnt make sense in leves, even though i never use the time i have... most are done much faster, even solo.
I cant say if it will make sense in the new dungeons, well see. But it really might be, so you have to chose each time, what you do, what direction you go, so the dungeon is goin to be a challenge you have to try more then once to get done.
Ofc one could always add quests/questlines that need some steps in the dungeon, then after finishing, one would have to enter again for other things to accomplish. The timelimit won't be needed then, but well... we'll see how things are gonna turn out. And i don't see these 2 dungeons as something like huge content. Its a filler like most mmos have (from the start though) to offer a change from normal party play. I would welcome the dungeons beeing more challenging and i hope they have a high replay value, since that is what most mmos have problems with.



For those people who don't like time limits - do you similarly not like the time limit imposed on NMs (rage mode after 30 minutes) ?
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

Time limits on individual bosses are good. I personally enjoyed the Promivion Dungeons in FFXI where you could take your time and kill the enemies throughout the dungeon then had the final BCNM Boss at the end which was timed, and instanced. I just dont like the idea of having to hurry through a dungeon to finish on time, or zerg killing as many mobs as fast as possible to get as many time extensions as I can. I want to take my time and explore each and every inch of the dungeon as I make my way through it and take screen shots here and there with my LS and enjoy the journey. I would have preferred for timed dungeons to be endgame specific.
Copied and pasted from other thread of mine:
Purpose of Time Limt:
-People won't get all the gear or whatever lies in there in a day or 2
-Encourages more playtime runs within those Dungeons
-Gives reason to keep going to that Dungeon to get that gear you always wanted thus making it more Rewarding
Without a Time Limit:
-People will bum rush the Dungeons till they completed everything in there within a day or 2
-When they finish they will complain that they have everything and want SE to pump out more Content now
-Less initiative to want to do Dungeons because it will get old without having a need to go there
-The items you get won't be nearly as rewarding if you just rush everything
Also Reguarding Grand Companies:
-These Dungeons are in Relation to the Grand Companies please do make note of that as to why there's a time limit
-In, the future whenever Grand Companies come out (probably this Summer) That 60 min time Limit may just be there for that reason too, for activities within the Dungeon itself.
I like the time-limit. If it was unrestricted and everyone and their mom went to the dungeons all day long, they they would put a nice strain on the server and also make it so everyone would be done with those dungeons in a week or so. That doesn't make any sense at all, so I don't understand the (bio)tchin about time straints.
Read the Gridania one again, it talks about thousands of different tunnels. What would be freaking awesome is only being able to explore a portion of the dungeon in the hour timeframe. That way why you are waiting for the cool down to go in the dungeon again, you can get with your linkshell and talk about strategy, where to explore, what path to take. Wait what am I saying, it sounds like it could be an actual challenge? /sarcasm off
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, Time Limit= Gives you more reason to go back there again and agina and again to get the stuff or Multiple paths, Gear, etc. 


