We've survived Getting Tempered by a primal, Numerous plots on our lives at the hands of Garlemauld and the Acsians, AND survived Ultima being fired at point blank range.
Honestly why should we fear any thing at this point?
I mean as in myself. I have to pull absolutely everything to a boss room to feel like enemies are threatening. But these dumb gate mechanics, or drop our HP to 1, a mob won't appear till after a certain group is killed etc are making it boring because it seperates a lot of the mobs. Kill 10 mobs, then the bear pops. Open gate then kill 2 wolves in a bomb in snowcloak. Qarn, kill 9 mobs, open gate kill 3 (6 if someone opens the door). Just let me pull everything!
Snowcloak can be done pretty damn fast... I do it with guildies ridiculously fast. I pull everything up to where the bear spawn and it works great. Pull all the ice sprites and gobbues to the end as well. It's actually pretty easy to do Snowcloak in like 15mins or less. I'm also only i100 atm and can do it pretty easily.
Why not make a compromise?
If you sign up for any roulette run, you may also be grouped with people doing the dungeons for story reasons or at least people who have not signed up for a roulette run.
So my proposal is this:
For the expert roulette, we separate the people signing up for roulette and those that didn't. Why? Simple: If SE abandons all those forced stops and mechanics that the OP mentioned (because honestly, I'm starting to hate those, too) in the expert dungeons (or every dungeon that is and will be in the expert roulette), the people doing the expert roulette have the chance to speedrun without forced uncreative hindrances that are boring even if you're doing it the first time. On the other hand, the people who did not sign up for expert roulette, but want to do the dungeon separately/specifically and signed up for that, have the chance to explore and get to know the dungeon, until they feel up to the task of doing the expert roulette
The point of the roulette is so that people that have completed the content can go and be assigned with people that haven't completed the content and help them through. Going through a dungeon quickly is all well and good, but speed runs are insane! I find that a failed attempt to speed run takes longer than a well paced run to clear because a failure to speed run is death and then there's all the travel time to get back to where you were and if you keep trying the same thing over and over and the DPS, heals OR tank is not well geared or able to handle the number of monsters it'll all end back the same.
I try and bear with suicidal tanks, but really... there's a limit to patience.
~Terra-chan~
:
Not only will that never happen, but it is completely counter to what the roulette is there for. The main reason (yes, this is the main reason they have DF the way it is, surprise!) it is there is so that everyone has to wait less time to get into a dungeon, both players who are new to the dungeon, those who have already run it a thousand times and want to SR it, and everyone in-between. if you did what you are suggesting DF and the Roulette would basically be pointless and everyone would be complaining especially the players who are new to the dungeon, who would NEVER get into a dungeon.
I have read through this thread (mostly) and really can't see what argument the OP is making against what many have already said: If speedrunning is a "choice" it becomes mandatory. You may not make it so, and ask others if they want to speedrun, but if it became a "choice" others will force others to do a SR of dungeons, it would cause arguments and a lot of people getting pissy and kicked out of groups because of it. From both sides. This is the reason many of us are against speedrunning being a "choice" and I have yet to see you come up with why this is good, or why it wouldn't become a problem again. We all know it would happen again and just because it is a "choice" (it was a choice in Brayflox HM remember? Only it wasn't because SR was forced) doesn't mean people will make one. Most people will always choose the "faster" route if its available.
Also, just because you find something boring doesn't mean the rest of us do.
If you did come up with an answer, then I'm sorry and I must have missed it. But from your posts I doubt it.
Last edited by VanilleFang; 12-21-2014 at 01:01 AM.
I remember posting earlier in this thread that the majority of players will default to doing things that are efficient. All the proof I need is how players are now running dungeons now for relic items.
The minority - those who want to be slow and inefficient - should stick to making a linkshell then run dungeons that way.
By your logic I could go bake a cake at twice the temperature and have it be done in half the time.
The end result of baking a cake at twice the temperature is that your cake is burnt.
That's not the same as doing a dungeon quickly, which would result in the same rewards as doing it slowly.
Would a better example be cooking a steak? Bacause you can cook a steak quickly and still get a properly cooked steak, but by cooking it slower and more carefully you get all of the flavor that you would lose by hurrying.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.