Geez... people, read the thread before proposing fake solutions! SR is not a problem!! The problem is people, you, me and everyone. The solutions you are proposing must involve people or communications.
Solutions about changing game mechanics won't solve a single thing about SR, so stop posting them in this thread! Start a new one instead!
I'm trying to figure out what is wrong with wanting a speed run, even in PF. The only time I've ran into a problem was when the tank was an idiot and attempted a speed run with a fresh 50 healer. I'm not sure what the advantage is of killing things you don't need to kill. You should just go at whatever pace is comfortable for the group. Usually for my roulettes if I'm tanking I do a "modified" speed run, where it usually takes between 15-20 minutes. I pull 4 mobs, when 2 are dead I drag to the next group, and I keep doing this. It seems to work well for groups where not everyone is geared, but still allows us to kill everything quickly and efficiently. Not sure why you need to take longer than needed.
I don't get it. I just joined a Brayflox with 2 low geared DRG, I never tried to pull 10 mobs. But if they were 2 BLM, I would have done it. I don't understand the point of not doing something in the best way possible for a given group. That's like saysing "I could have done A+ for this exam, but I'd rather have a C".
I have not read through the 21 pages, but has anyone mentioned that the dungeons are designed to be challenging for ilvl 55, yet we have ilvl 100+ running it, of course they are going to want to grab more mobs and burn them down to not fall asleep from how weak the dungeon is.
"expert roulette dungeons" are way under-tuned anyways. having i90 = stompfest. they should just give players darklight right at 50 now, and tune up brayfox/halitali/amdapor.
Speedrunning is not a thing that should or can be stopped. All you can do is make speedruns take longer, and that is bad game design, especially when the solution to running the hallway fast is to put more locked doors in it. No, the way to stop speedrunning is to give people a reason NOT to speedrun.
My idea would require significant system-level changes but each dungeon should have a checklist of stuff to do.
Let's say Brayflox Story (because I firmly believe this is the best designed dungeon in the game right now) was tuned up to be an endgame dungeon and rewarded myth/soldiery instead of exp.
Completion: 50 myth + 45 Soldiery
Killed X enemies: 10 myth
Rescued all goblins: 20 myth + 5 soldiery
Opened all chests: 5 myth
Killed brayflox: 10 soldiery
It wouldn't kill speedruns. But it would give full clears a reason to exist. Also, the soldiery cap is far, far too high, and the myth cap should never have been removed.
Your last line contradicts your entire point. Making tomes stupidly hard to obtain is another method of artificially lengthening the hallway. A big reason why brayflox hM runs kinda suck in DF is people need a lot of tomes. making them even harder to get makes the runs much more popular than even their current peak. There's no point to it.

I hate speedrunning. I hate it very very much. I think it hurts the game in that it is another thing that sets a ridiculous standard for all players, which is horseshit.
What they NEED to do:
1. Make all dungeon monsters have VERY limited roam space. A very tight circle around their origin points and if they stray from those small zones, they warp back to their original position at full health.
2. Make it so ALL monsters need to be defeated in each area to open the boss room, with every monster defeated to open the final boss room. Have a counter next to the dungeon status in the quest log.
Solution to speedrunning is to join and start doing it yourself. :-)
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