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  1. #1
    Player
    Phenidate's Avatar
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    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)

  2. #2
    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)

  3. #3
    Player
    Korbei's Avatar
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    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)

  4. #4
    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)

  5. #5
    Player
    Aeyis's Avatar
    Join Date
    May 2011
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    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Phenidate View Post
    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.
    Heroic dungeon, raid dungeon time limits~
    Pretty much all of WoWs imporant content dungeons had some sort of limits.

    Dont suppose you ever did one of those dungeon events such as halloween. :P
    (0)

  6. #6
    Player
    Frein's Avatar
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    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Aeyis View Post
    Heroic dungeon, raid dungeon time limits~
    Pretty much all of WoWs imporant content dungeons had some sort of limits.
    The key difference here is that WoW doesn't encourage you to skip as much content as possible. In fact, you (generally) can't do 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 Aeyis View Post
    Heroic dungeon, raid dungeon time limits~
    Pretty much all of WoWs imporant content dungeons had some sort of limits.

    Dont suppose you ever did one of those dungeon events such as halloween. :P
    I was responding to what I thought you were saying, that is, limiting the total number of instances that can be running at any given time.

    I recall this being a problem during early WOW but for the life of me can't recall how bad it was back in the day.

    Plus remember that compared to the sheer VOLUME of content in WOW, most of it was not timed. Today timed quests and dungeons are a supreme rarity. Boss fights I agree are timed, having things like the dreaded Rage Timer.

    But, outside the 'rage timer', the only time you see actual timers in things like dungeons? It's for a very specific portion of the dungeon, often times part of an optional boss. Failing to kill the boss doesn't boot you from the entire dungeon. You aren't removed from any non-raid dungeon if you fail to do it in a set time, a tleast not in any of the dungeons from 10-85 that I can think of. USUALLY that part of the encounter even resets!
    (I speak for Modern WOW granted, as I've got a few gaps where I 'quit' WOW)

    In terms of timers, I do want to clarify again that I DO NOT MIND TIMERS. Timers can be great, adding tension and a sense of urgency when they are relevant.

    I don't know how many people played WOW let alone got high enough for it, but one of my favorite memories from LK was helping the Banshee Queen run like a (stunningly hot for a dead elf) sissy from Arthas.

    This fight does have a timer, but rather than slap you in the face with a 'stop watch' on the screen, it meters that time limit out in "How far away Arthas is from shanking you". Early on this made the whole ordeal pretty dang intense.

    Compared to that, we're seeing timers thrown everywhere in FFXIV. Why? What is that timer counting down to? Obviously us failing the leve, mission or dungeon, but whats the REASON?

    With Toto, the only real reason is a hypocritical guard who has let about a dozen people (according to the story) go to their deaths; the same NPC all of a sudden has a change of heart and takes a very keen interest in how long players can stay in the dungeon with a very arbitrary time limit.
    (0)