People against speed running are like Macy's employees. Working as little as possible as long as they get paid in the end.
People against speed running are like Macy's employees. Working as little as possible as long as they get paid in the end.
This is all just about not capping your tomes in an hour anymore... I don't care how much you go on about "choice" and "fun". This is what Hunts and Speedflox runs have caused. 15 mins is a pretty good time. Under 5 min Brays was just stupid and wound up being heavily exclusionary. The Quick Completion bonus a la DD 1.0 for Bray HM certainly would not require a sub 5 min run. With the target Ilevel I'd estimate a quick clear bonus would only require a 10-15 min run. Now events a la Assault from XI that encourage speed would be cool.


Put you hand in a fire for 10 seconds feel like an eternity.This is all just about not capping your tomes in an hour anymore... I don't care how much you go on about "choice" and "fun". This is what Hunts and Speedflox runs have caused. 15 mins is a pretty good time. Under 5 min Brays was just stupid and wound up being heavily exclusionary. The Quick Completion bonus a la DD 1.0 for Bray HM certainly would not require a sub 5 min run. With the target Ilevel I'd estimate a quick clear bonus would only require a 10-15 min run. Now events a la Assault from XI that encourage speed would be cool.
Have fun with your friends hours feels like minutes.
These new dungeons are boring to me, so that 15-20 minutes feels like forever.
Truly, and let me be both serious and sarcastic all at once, since SE is so fond of transient "alternatives" (that's pure Zodiac Saga/Tome Weapon salt right there), why not implement Expert Guildhests?
To avoid the hunt rewards imbalance/catastrophe:
-Offer gil, GC seals, and tome rewards, but NOT as much as a full dungeon run. Otherwise the scales would tip.
-Aside from first time runs, do not give a bonus or daily bonus. (The amount given should be substantial enough as is, again without outshining dungeons) The trade off is the speed and ability to repeat quickly, a la speedrunning.
-Be challenging, but without level syncs or materia restrictions.
-Perhaps shake up the party system? Minimum of 3, max of six?
Full dungeons remain viable for rewards/gear/items/tomes, and the speedrunning types get something to enjoy as well. Everyone wins, no?




I disagree with the idea that speed running gives you bad habits. Speed runs almost never go exactly as planed and often something really bad happens and being able to recover from moments like those make you a better player. The bad habits that have been talked about in this thread aren't habits of actual speed runners, but people who think they know how to speed run.
Very good point. And I even agree. However, there's little time and even less room to learn (unless of course you take the FC/PF route). Join a speed run and you're expected to know what to do and when, keep up, and make no mistakes. Even if it's your first time. EVEN if you didn't join for a speedrun. Largely, that's a community issue, and one that still hasn't been solved as of yet. Expectation vs reality: fact is, it DID foster bad habits by and large, and those same habits have been taken into other content, often at the result of a rude awakening. Still, the fact that things became easy enough to just gather up and kill truly meant it was time for a change.I disagree with the idea that speed running gives you bad habits. Speed runs almost never go exactly as planed and often something really bad happens and being able to recover from moments like those make you a better player. The bad habits that have been talked about in this thread aren't habits of actual speed runners, but people who think they know how to speed run.
Also: I recall at the height of Brayflox HM speedrunning, the popular, accepted opinion was that the tank ultimately decides the pace of the dungeon. So, testing that, I decided to help 2 friends get their tomes, and chose to tank (primarily so that I didn't have to speedrun. I was completely disinterested in doing so). Immediately upon starting, I calmly told the one DPS random we got that it would not be a speedrun, and that there were no hard feelings if he wanted to leave and go join one. Fair enough, no? Unfortunately, he proceeded to stop fighting, say "But this dungeon is for speed running", then pitch a fit when I calmly reasserted that the rest of us would not be speed running it.
At the point such a misconception stands - that a dungeon would be created singularly for speed running - can you rightly say it's not an issue? I don't mean to demonize it, but neither can I defend it.
Last edited by ThirdChild_ZKI; 11-12-2014 at 03:15 PM.
Or the people who start speed running without asking others if they want to do it.

I read throughout the thread, I understand what you mean about having “speed Runs”, I am as you a “Paying Player” I want to enjoy and have fun time. My main is White Mage, and I had really bad very-slow runs but for sake of making better players (they need to run to learn) and that’s why you get a bonus to run with a new player (usually with minimal required iLevel).
If there was an option of “Speed Running” a dungeon without an obstacle like a wall or a door that will not open until certain mobs are down, Tanks (usually) will force the party to speed run. You are saying you ask your party, but most will want to speed run and it will be a practice.
Even now, as a White Mage i110 I hate to run expert/hard duties, especially -till today- Brayflox (Hard). I went there about 10 times in all of my playtime (2 times for my relic books). Now I only do my daily expert roulette, and since Poetics tomes are capped, I will eventually cap before weekly reset.
I’m with “Speed Runs” but against “Heavy/Big Pulls”, I have weak spells, but I like to throw an Aero/Aero2 on a mob or two, not just walk behind as a Healing Bot.


Poor SRers are angry because they're being forced into a playstyle they're not comfortable with.
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