Make enemies harder and raise rewards for defeating them. More xp, more gil, more drop rat on hard items, more myth and sol at the end. No speed runs yet rewarding.
But after you do that. Ill still find a way to speed run it.

Make enemies harder and raise rewards for defeating them. More xp, more gil, more drop rat on hard items, more myth and sol at the end. No speed runs yet rewarding.
But after you do that. Ill still find a way to speed run it.
Last edited by Alazier; 04-30-2014 at 02:58 AM.
Making enemies harder just raises the minimum ilevel of the dungeon which really doesn't help. Bray HM is what? 55 I think? A party at 55 isn't doing that in two pulls. You need to be quite overgeared to make the giant pulls work. I guess you could level sync though as they do in dungeons below 50.



That's probably the only way to make it work is ILVL Sync and have greater rewards.
People will still find some way to SR the most efficient dungeon though.
Other than Mob roundups you still have Sac runs and Mob Lockouts.


This is one of those things that requires a change in opinion, not a change in policy.
How is shrewd management of MP, TP and time by intelligently using area-of-effect abilities and defensive cooldowns "ADHD-addled?" How is handling an operation swiftly and efficiently with all the tools available to you worthy of punishment? And, if you were underequipped for or lacked the knowledge of the operation, why not simply say "this is my first time so please take it easy" or "I am pulling the mobs [in this way]; please let me know if it is too much"?
The burden should be on the players to coordinate based on their ability. For example, I often ask if anyone needs map or loot for the dungeon when I am tanking. This gives me an indirect way of asking if anyone is 1) new 2) undergeared, and we plot an appropriate course.
Well, of course, a simple solution would be if everyone was cool lol. This weekend for instance me and some FC friends wanted to do some Bray runs but are west coast members weren't on yet so we only had one healer to do it. That same healer also had the best BLM for the job so we said, eh, let's try pugging the healer and see what we get. As the tank I'd ask the healer if they were down for big pulls right at the start and all but one was like hell yeah. The one that wasn't was slightly under geared and said they'd try. I told them if we can't do it no big deal. We wipe on the first big pull but the healer said no, no, let's try again I think I can do it. After a couple tries they got it down and were having a great time.



This wouldn't even remotely stop speed runs. Maybe they would grab a few extra mobs, but it would still be done as a speed run. You would see groups that just spam the first sets of trash then leave similar to the speed leveling runs going on. Only way to stop speed runs is to increase the difficulty of trash mobs. The only problem with speed runs is people being pricks and expecting every DF group to do it.
I enoy speedruns more than normal runs, as it adds a little more action to the dungeon.
Regardless of that i do not think Speedruns are the way it's ment to be played and a little higher difficulty on the expert dungeons would have been welcome.


"I will always hire a lazy person to do a difficult job, because they will always find the easiest way to finish it" - Bill Gates.
Why use the quote? Simple - Players will always find a method that works to Their advantage. While SE can certainly modify some mechanics, by placing certain mobs in an area that have to be killed in order to progress, or collecting specific items in order to progress, regardless, players will continue to find the easiest and smoothest way in order to achieve this task as possible.
If you do not personally enjoy doing speed runs, that's well and good. As a BLM who has ran hundreds of Brayflox HM, I'll say this. If I'm queued into DF for Expert Roulette and I get Brayflox HM, I personally don't care if it goes either way, depending on the party make up. If I join in with a brd or a blm, then a SR would be ideal. But if I queue in with a mnk or drg, it doesn't bother me in the least if the group wants to go the scenic route and kill groups as they are placed. Regardless, stuff is going to die and quickly, it may add another 10 minutes to the run, big deal.
Speed Runs are a thing, they aren't going away, because players want them to remain and again, will always find a means to make it happen. You as a player can choose to participate or not, if your party doesn't want to participate, they can leave and you can refill the slots (I personally suggest asking LS/FC members to queue with In Progress runs for that purpose).
So what I'm saying is, it's not truly in SE's ability to alter this mentality. It's entirely on the player's side of whether or not they want to do it one way or another.
Ilvl 55 dungeon being speedran by ilvl 90 people, who would think about that. You can't buff the trash without raising the min ilvl. The biggest culprit to speedrunning would be the massive myth cost of books, I doubt anyone wouls have their animus and many would not finish if the dungeon took 10 to 15 min to get 50 myth as you just put from 5 hours speedrunning to 10 or 15 to get a book.
If you can somehow defend a grind quest that would, if you buffed dungeons, take now min 118 hours of straight gameplay dedicated to it. Sure go ahead.
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