This is fine...it in itself is part of the content. Much like the Haunted Tower ride or whatever has the extended walk through the haunted house first. But that is not the same as..."Sorry, this ride is closed until next week. Please come back then."I guess I'm thinking something more like a somewhat long elevator ride down into the dungeon. Creepy music and sound effects play. Maybe you can hear the sounds of a previous party battling, or even see them. Something like the opening to the original Half-life comes to mind.
Seems that the term "casual" has changed in the past few years. And to this day, I think we need another term: "core players".
A casual player would be the one that only plays one or two days a week. And yes, he or she will get bored easily. The same term can be applied to those who don't own a dedicated PC or console to play. Flash games, FB games, etc..
The core player is like you, Eekiki. Or me. We enjoy the game, but might not have all day long to play. We also don't fall into the "l33t" mentality you mentioned.
And lastly, the hardcore gamer. Which in reality hasn't changed that much - or at all.
~~ As for the actual topic.
I have to wonder...the only logical reason I have read is about the loot/drop rate. That by having a cooldown period, the drop rate would be higher. But at the same time, isn't this making the game easier in other aspects? I've always seen rare and expensive drops as that....rare. And I think the more "powerful" the drop is, the more time we have to spend killing that mob until we get it.
What you guys want is something that will limit the amount of successes that players have so that the dungeon rewards don't flood the world so soon.
All other things being equal, I'd prefer this limitation to be most strong due to the influence of dungeon difficulty, not an access limiter.
That way, your rewards are more directly correlated to your actual skill in the game, not how much time you can spend.
This is why I'd be in favor of level caps on dungeons rather than really long re-entry time limits.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Thank you! /bowWhat you guys want is something that will limit the amount of successes that players have so that the dungeon rewards don't flood the world so soon.
All other things being equal, I'd prefer this limitation to be most strong due to the influence of dungeon difficulty, not an access limiter.
That way, your rewards are more directly correlated to your actual skill in the game, not how much time you can spend.
This is why I'd be in favor of level caps on dungeons rather than really long re-entry time limits.
I am really hoping that the original comments about how we would need dedicated jobs to be able to clear the dungeons are true...and hardcore or not we all spend until 1.19/1.20 trying them and wiping because we can't yet create the builds and team dynamics to be successful.
i read a handful of posts and saw some griping that i noticed didnt make sense
actually yes you can.Utilizing content =/= finishing content in 1 week. Even your precious World of Warcraft is not this casual.
in both WoW and Rift you can spam dungeons immediately after one another. even the same ones. in WoW which ones you can spam are randomized but you non the less get the same ones. in Rift as far as i can tell they are not random, you pick and go-- i believe this will also work for FFXIV
also, i saw someone say dungeons as being a "new way of xping". in most MMOs questing is half of how people level.
the other half is done strictly through queueing and spamming dungeons. with the amount of mobs and the help of a group you are able to accumulate more XP overall even though XP per mob is less.
this whole system may be new to FFXI players, but its pretty archaic as far as most other MMOs.
also to note- most MMOs have harder versions of the same dungeons which cannot be repeated immediately, there is a 24 hour cool down. who is to say this is one of those types of dungeons and not one of the more "just for right now" type of dungeons? its difficulty? id only imagine future dungeons will only be harder.
Last edited by Dreadnought; 07-21-2011 at 04:35 AM.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Not only that, But I think it is meant to take the place of Group leveling as well, which is another really good reason for a 5 minute cool-down. It is just enough time to hit the bathroom, grab a drink, and get back to leveling.
Does that mean you're in favor of level caps now? lol
And to be more clear, I actually think that 5 minutes is a bit too fast*, but I'm gonna roll with it regardless since this is still a testing phase after all. Who knows, it may actually work out in the end, we'll just have to see how this plays out.
*While 5 minutes is probably too fast, in my opinion, a one week cooldown is just ridiculous. A reasonable reentry time limit coupled with a reasonable consumable cost (gil, quest item, beastcoins, etc) would be the best solution, as far as theorycrafting is concerned.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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