No, you've definitely missed the point of the thread, and you have no understanding of how to differentiate between what is and what is not a speed run, and what makes up an anti-SR mechanic or not.


No, you've definitely missed the point of the thread, and you have no understanding of how to differentiate between what is and what is not a speed run, and what makes up an anti-SR mechanic or not.
It is still a speed run if you want it to be so. Getting from A to B is no more/less a speed run than getting from A to B to C is. Speed runs are simply getting from one point to another point as fast as possible, it does not matter if there is two points of five your still going as fast as possible between them. Those checkpoints may be content that requires you unlocking a door via a key dropped from a mob, it could be the many bosses prior to the final one or the final one itself. As long as your clearing mobs from checkpoint to checkpoint as fast as you possibly can then you are still speed running.
Having more checkpoints might slow the speed of which you do your speed run but it is still a speed run. As such the thread is misleading, people are not being stopped from speed running, they just have more checkpoints to speed run between. The definition of speed run is not pulling all the mobs in one go per se, it is actually getting from checkpoint to checkpoint as fast as possible, to do this you might pull all the mobs from checkpoint one to checkpoint two before killing them or might just run past them if you do not need something they drop but having more checkpoints does not mean it is not still a speed run.
Last edited by Snugglebutt; 11-15-2014 at 06:29 AM.


Since version 2.0 was released, all dungeons have become more "gated." It is starkly apparent in this patch. All of them are just "pull 1 group" - kill - wall blows up. Move on. Or pull 1 group, key drops, open door, move on. I'm not saying these mechanics didn't exist previously. But there'd be maybe 1 or 2 doors the whole dungeon. Now, nearly every group is gated by something else.
I don't understand why SE feels the need to penalize players like this. If we have the skill/gear to pull more, let us pull more. Maybe have 1 "gate" between boss 1 and boss 2. Maybe 2. Not the 5 or whatever that we are seeing between bosses now.
Wouldnt this only encourage players to force others to speed run or be kicked out? We have alot of players with different type of gameplay, sadly this means some players will not like doing certains things in certain way. Who should decide how the group progresses in the dungeon?
A simple solution would be to add a new option to the Duty Finder. This option would be a tab where players can click Speed Run or Regular Run. This way those that join a Speed Run dungeon group, has to Speed Run and vice versa. Afcourse this will attract alot of players to click the Speed Run, but atleast this means they can not complain if they are forced to spam cure II or tank alot of mobs etc.
I like these dungeon mechanics. SE, please keep them.
This thread has some elitist jerks on here... Go back to COD and WOW ffs.

I know what need for dungeons! Quiz Gates! So that way it tests our knowledge as players! And just to make it interesting make it over 10K questions about Lore from the ENTIRE SERIES. And put up like 10 of these in a dungeon... each one followed by a boss fight, then... after the boss fight, we have to do a combination of emotes to open the next gate, and then have a room with a crafting challenge so that we have to HQ an item to continue, and then have a chocobo race! winner gets the chest! and then another boss fight! with one hit kill mechanics! And then, puzzles that require certain mobs to be killed in a specific order, and then, another boss battle that asks you questions about FF lore!, and then, a drop area so you have to heal afterwards, followed by another crafting challenge. and then finally the last boss, KEFKA FROM FFVI! With Dancing Mad Remix!!!!! That will fix the speed runs!
I'm better than most people. Yes. That is true.
If spending an extra 5-10 minutes in a dungeon is so miserable, why do people even play the game?

I'm better than most people. Yes. That is true.


Because they're boring, and longer than previous dungeons. With Dungeons like Wanderer's Palace and Brayflox, I expected to be able to do something similar. If I wanted to pull all the mobs all the way to each boss room, I should be allowed to do it. Not held back.
Previous dungeons have been able to be beat in less than ten minutes. If you are skilled enough to do so, you should be able to. Not be held back by stupid mechanics in-game that slow you down for the sake of making content seem longer.
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