

In my opinion, given that scenario, those people should work on their learning skills. I don't expect most people to be able to figure something out in one shot, but I do expect them to actually try to learn if that's what they say they are doing/want to do.
There is a flaw in your thinking. 1) You learned the boss finally and thus it would not take 85min to get past him the next time you do the dungeon. 2) You can't spare another 90minutes to repeat the dungeon over (even though it will take you far less time to get past that boss this time) because you have to work at 5am. Well in your situation you still have trash mobs and 2 bosses. If it took 85 minutes to kill the first boss (the easiest one, arguably) then even if the dungeon didn't have a time you wouldn't have enough time to get through the dungeon because of your 5am work. It would stand to reason that you would take a long time on the other two bosses and end up having to give up half way anyway.Now you've already been in the dungeon for 85 minutes, there's not enough time to finish it anymore and you have 2 bosses to go. Sad thing is you work tomorrow at 5am and while you love playing the game and would love to attempt the rest you just can't spare another 90 minutes to repeat the dungeon over.
SO, since you are playing with friends (you mention if you have friends you play with you shouldn't have a timer) why not just call it quits and be like "Hey, we did good and killed that guy and can do it again. Let's leave and do this again tomorrow and get even further in the dungeon."?
可愛い悪魔


There is no flaw, because that was a hypothetical situation that could or could not exist. I am trying to stress that a dungeon timer is silly, it makes little sense since other games have flourished without them. I am not asking that a game mechanic be removed (because I understand it won't be), but the validity of it doesn't really seem to be a good debate point.
I don't know if you realize this or not but in said hypothetical situation, if it took 85 minutes to get to a boss then any additional time repeating the dungeon is still time lost and also taking steps backwards since you are doing the same thing to just get back to the last point where you were stuck. You see he point I am trying to make?
While I do agree that playing with your friends is nice because they can understand when it's time to call it quits it's "ok.", but that doesn't deter my point I am trying to make. I value your opinion, but to say that a situation is so easily fixed without knowing why a person is stuck on a boss in game and that it was the first one is rather presumptuous.



If a party need 85 minutes only to get to the first boss then they did something really wrong on the way. Doing the dungeon again from the start can help to go faster to the boss. Or the party should just go to the bed.I don't know if you realize this or not but in said hypothetical situation, if it took 85 minutes to get to a boss then any additional time repeating the dungeon is still time lost and also taking steps backwards since you are doing the same thing to just get back to the last point where you were stuck. You see he point I am trying to make?
Last edited by Felis; 03-10-2014 at 11:05 AM.

You asked why there was a dungeon timer and people gave you a reason. You then proceeded to argue why it isn't a good enough reason to have it. Just because it's not good enough for you doesn't stop the fact that there is a reasoning behind it and was explained. You then proceeded as to why it was a bad idea with a very bad hypothetical situation in which we pointed out to you.There is no flaw, because that was a hypothetical situation that could or could not exist. I am trying to stress that a dungeon timer is silly, it makes little sense since other games have flourished without them. I am not asking that a game mechanic be removed (because I understand it won't be), but the validity of it doesn't really seem to be a good debate point.
I don't know if you realize this or not but in said hypothetical situation, if it took 85 minutes to get to a boss then any additional time repeating the dungeon is still time lost and also taking steps backwards since you are doing the same thing to just get back to the last point where you were stuck. You see he point I am trying to make?
While I do agree that playing with your friends is nice because they can understand when it's time to call it quits it's "ok.", but that doesn't deter my point I am trying to make. I value your opinion, but to say that a situation is so easily fixed without knowing why a person is stuck on a boss in game and that it was the first one is rather presumptuous.
I'm very sorry to say but you (any players stuck in this situation)would seem to be a horrible player if you took 85 minutes to only just get past the first boss in a dungeon. A majority of the bosses in these dungeons are pretty straight forward. Kill adds, dodge stuff, kill boss = win. The only boss that I can think of, where anyone would have trouble, is the Cyclops in Aurum Vale. The only reason is because he does not have any red indicators for people to follow from his attacks and you would have to pay attention to his casting bar.
Last edited by illuminapanic; 03-10-2014 at 11:42 AM.



It'd be nice if dungeons were open world and the instances were only related to the storyline so you had the option of choosing which one you'd like to visit at any time, but you know, modern themepark MMOs that have all gone F2P since then except for one or two.
@Karnyboy: While I suppose it is technically possible that something like this would happen, I can't think of too many places where taking a very long time on the first boss wouldn't automatically mean that the next 2 are going to take even longer if you could complete them at all (never mind the time). In this scenario it should be relatively easy to pass the first boss a second or third time anyway because of the nature of this game's encounters so the time is barely lost.
This also sounds a lot like inventing a scenario where the timer is a problem rather than it actually being a problem. Having a timer solves overcrowding on the instance server to at least some degree without impeding anyone's progress in any significant way. Dungeons are not meant to take a very long time to complete and you can't go in underleveled (though you can go in the early ones wearing starter gear if you choose to) so there's no reason they should take a long time. The only time I timed out of a dungeon it was because we were repeatedly wiping and a few members (or possibly all of us) weren't playing well. I don't see how it's unreasonable for the game to limit the number of times you can attempt the last boss of a dungeon in succession. It's already very lenient on that front.



Honestly the way the overall community typical behavior is during duty finder parties, if your instance progress is that slow your party will probably disband before the timer goes below 30 minutes remaining
Last edited by Dhalmel; 03-10-2014 at 04:57 AM.
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