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  1. #1
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80

    Do away with needless timers

    Perhaps one of the more frustrating parts of this game has to be timers.

    Sorry, but exactly WHY do we need timers on anything we do? Every leve, dungeon and craft?

    If I may, so far as I can tell seems the presence of timers is used purely as a way of inflating difficulty, the unfortunate consequence being the sidelining of the Armory's big feature: freedom of choice.

    The ability to do a character how you like as long as it works is kind of nullified when we get back into FFXI's rut of "do it this way or lose out". To often players are missing out on opportunities because doing something in a set time is not as feasible as the community perceived "best way". Be it because of some unforseeable infeasibility of a group setup or just a result of the RNG, I don't see any reason for the presence of timers all over the place putting arbitrary limits where they don't belong.

    Never mind the current ridiculous tendency to lock gear drops behind timers. Is there some reason a fist weapon should be easier to obtain than a spear? Why? I can see locking BETTER gear to rewarding doing something faster but seriously, WHY. There is so little rhyme or reason to this it's ridiculous!

    Where would timers be interesting?
    If dungeons drop the timers, the Devs could offer the option of 'challenge' dungeons WITH timers. Make them tougher or require specific timed goals which reward better gear than the less challenging dungeon. Players who are just hitting their 50's could still enjoy tackling dungeons while those who have dedicated time and effort to get all the smash hits from various jobs can tackle the tougher dungeons how they please. No one gets cut out of at least experiencing some facet of dungeons as long as they can handle the fights.

    If a leve doesn't specifically require you do it in a set time, don't limit it. Timers could be appropriate for the previously mentioned 'challenge' mode, or in cases where the goals justify it. Leves where you just need to investigate or visit objectives don't need timers. Trees aren't going to run away and I doubt the random forest critters we need to slaughter are plotting some grand escape from their homes. Timers could continue to be appropriate for quests where say... you need to chase down bandits or unveil imps, go have a timer indicating how long until they 'escape' then.

    tl;dr Drop the timers already. There is little justification for everything needing to be done within a time limit. Some content justifies such deadflines, but you're using it as a hammer to beat down nails that don't exist.
    (5)
    Last edited by Phenidate; 08-23-2011 at 06:07 AM.

  2. #2
    Player
    Ruri's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,671
    Character
    Ruri Valeth
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Phenidate View Post
    Never mind the current ridiculous tendency to lock gear drops behind timers. Is there some reason a fist weapon should be easier to obtain than a spear? Why? I can see locking BETTER gear to rewarding doing something faster but seriously, WHY. There is so little rhyme or reason to this it's ridiculous!
    What do you mean by lock gear drops?
    (0)

  3. #3
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Ruri View Post
    What do you mean by lock gear drops?
    Don't down a boss in the 'speed run' time limit? Some class gear can't drop. In most cases specific classes are favored for making these speed runs (While not exclusive to this, the current FoTM build is all ranged with Gladiator tank. Most of the rewards for these speed runs are unrelated to these classes)
    (0)

  4. #4
    Player
    Ruri's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,671
    Character
    Ruri Valeth
    World
    Balmung
    Main Class
    Reaper Lv 100
    Ah yes. The dungeon is kind of messed up atm.
    (0)

  5. #5
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Ruri View Post
    Ah yes. The dungeon is kind of messed up atm.
    Yep. Dungeons are interesting and hard, which is what a lot of the community is lusting for (rightly so), but they are far from balanced in terms of reward and game play all things considered. I doubt they will continue to be how they are; considering the numerous issues, both technical and gameplay in nature... I'd hazard a guess that they did indeed get them out so we have something to do for the time being.

    I do hope they expand the games repertoire of challenge to be more than tiresome speed runs and zerg rushes. Doing everything 'best as possible' is only one of many ways to make games challenging. I would if anything like to see opportunities for more melee centric or balanced party groups to be recognized as viable.

    I rather regret restarting on a different server, (thought at least I'm with friends on Figaro!) To-to-rak is about all I've done but I've done it so much with so many different group makeups, perhaps the most fun I've had is with melee heavy groups. Granted, the times where we outshine the current All Range + tank groups tend to be far and few between.

    For most of what I know on late game content, I'm relying on what I hear from folks in Dancing Mad (who managed server first on downing old Batty.)
    (0)
    Last edited by Phenidate; 08-23-2011 at 06:34 AM.

  6. #6
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    I have to agree about the timers. Timers on guildleves don't matter too much, though I don't really see the point, either. What I really can't comprehend is the focus on time in dungeons. Why exactly are we expected to speedrun them? Who figured that running past as many mobs as possible should be the goal?

    I suppose the timers are in place to limit the number of players in instances but this is not the solution. This is yet another example of SE trying to prevent unwanted things by punishing the innocent. According to their logic the best way to prevent instance bloat is to close down the dungeon entirely. They also combat RMT by making trade as difficult as possible, because if there is no economy, RMT can't infest it!
    (0)

  7. #7
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Frein View Post
    I have to agree about the timers. Timers on guildleves don't matter too much, though I don't really see the point, either. What I really can't comprehend is the focus on time in dungeons. Why exactly are we expected to speedrun them? Who figured that running past as many mobs as possible should be the goal?

    I suppose the timers are in place to limit the number of players in instances but this is not the solution. This is yet another example of SE trying to prevent unwanted things by punishing the innocent. According to their logic the best way to prevent instance bloat is to close down the dungeon entirely. They also combat RMT by making trade as difficult as possible, because if there is no economy, RMT can't infest it!
    What I'm unclear on is WHY they are so concerned about to many instances at once? Poor/insufficient hardware? Bad netcode? General dislike for people wanting to take their time in one?

    Whats more is... its not like they are stopping us from going right back in anyways! What gives?
    (0)

  8. #8
    Player
    Kraggy's Avatar
    Join Date
    Apr 2011
    Posts
    445
    Character
    Kerin Kor
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Phenidate View Post
    What I'm unclear on is WHY they are so concerned about to many instances at once? Poor/insufficient hardware? Bad netcode? General dislike for people wanting to take their time in one?
    Probably the same reason Blizzard, Turbine, Trion and most other MMO developers I suspect limit the number of instances that can exist at any given time, either in the way Blizzard does with a hard limit or like Turbine which limit people to running a limited number of instances an hour: implementing servers with an effectively infinite capacity is not justifiable based on cost.
    (1)

  9. #9
    Player
    Korbei's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    218
    Character
    Korbei Korobei
    World
    Excalibur
    Main Class
    Paladin Lv 100
    I'd rather be limited to a set number of raid runs in a given day. Preferably a separation limitation for each dungeon, but that's a bit nit-picky. I don't like to feel rushed through the content by an arbitrary timer. It just makes me want to avoid the content altogether and continue grinding in a party or hunting NMs. And all the content in the game is subject to the same timer.

    DO EVERYTHING IN 30 MINUTES OR LESS!!!

    What is this? A pizza delivery simulator?

    If I wanted to do something in 30 minutes or less, I'd pull out my iPhone or turn on a console. I don't log into a game like FFXIV to do things for 30 minutes. I want content that will stretch out across an evening without being artificially inflated by having you run across the world multiple times.. as is the case with most quests.
    (2)

  10. #10
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Kraggy View Post
    Probably the same reason Blizzard, Turbine, Trion and most other MMO developers I suspect limit the number of instances that can exist at any given time, either in the way Blizzard does with a hard limit or like Turbine which limit people to running a limited number of instances an hour: implementing servers with an effectively infinite capacity is not justifiable based on cost.
    I don't recall the last time WOW had limited instances, at least not for the important content like dungeons (plus now most of the open world is partially instanced too, with phasing). There are also plenty of games which did not restrict or try to cap instances, like CoH and Guildwars.
    (0)

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