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  1. #21
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    If they removed the timer, wouldn't that allow players/Linkshells to completely occupy or 'hold' the dungeon so that no more can enter? If this is the case, what's to stop any player with an alt character entering and deliberately leaving themselves inside to keep others out?
    (1)

  2. #22
    Player
    Anima's Avatar
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    Mar 2011
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    Blazel Nox
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    Masamune
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    Lancer Lv 60
    I disagree with removing Time Limits. Maybe you can remove it in Future Content, but when that content is "adjusted" so that It could go "Without" Time Limit.

    Imagine DH without Time Limit, people could kill all the mobs, and leave just the boss. Then they re-buff, re-group, etc and Fight the Boss. If they die, they can just return to entrance, and do it again endlessly, without having to fight the mobs and can zerg the boss even more than what we already can. Where is the "Risk=Reward" in that? I think Time Limit plays out nicely with what the content we have. (That has Time Limit)

    I'd rather have SE work on New Instanced Dungeon/Instanced Content rather than adding/removing unnecesary things on the old ones. Only Problem I see on contents from such Areas(DH, Thousand Maws, Faction Gears, etc) are how they're very undermined compared to Single-Double+ stacked Materia Gear.
    (2)

  3. #23
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    Quote Originally Posted by Xoo View Post
    If they removed the timer, wouldn't that allow players/Linkshells to completely occupy or 'hold' the dungeon so that no more can enter? If this is the case, what's to stop any player with an alt character entering and deliberately leaving themselves inside to keep others out?
    I'm sure SE won't have problem creating multiple Instances for many group. If server cost is an issue, they can do a hidden timer, let say 2 hours you automatic get kick out for Instances. Just don't make it if you rush through really fast you get better reward. I feel that is not challenge or fun, more like frustration and stressful.


    Quote Originally Posted by Anima View Post
    I disagree with removing Time Limits. Maybe you can remove it in Future Content, but when that content is "adjusted" so that It could go "Without" Time Limit.

    Imagine DH without Time Limit, people could kill all the mobs, and leave just the boss. Then they re-buff, re-group, etc and Fight the Boss. If they die, they can just return to entrance, and do it again endlessly, without having to fight the mobs and can zerg the boss even more than what we already can. Where is the "Risk=Reward" in that? I think Time Limit plays out nicely with what the content we have. (That has Time Limit)

    I'd rather have SE work on New Instanced Dungeon/Instanced Content rather than adding/removing unnecesary things on the old ones. Only Problem I see on contents from such Areas(DH, Thousand Maws, Faction Gears, etc) are how they're very undermined compared to Single-Double+ stacked Materia Gear.
    This wouldn't happen because your Gear will be all broken and you need to repair it, repair also cost materials. I doubt everyone in the group have max out Crafting Job and carry tons of repair materials with them. Boss also get reset anyway, so let them try again if they wanted to, there is really no harm. Also, there is any different from exiting the Instances and going in again with time limit and no time limit anyway. It's the same thing. It basically the same thing. I just don't want SE to think that putting time limit in Instances = Challenging because it is not. If they put every time limit on instances, I will bet that people will just train and use the same tactic over and over again. Not only that, Instances will be quickly over due to people rushing. Also with time limit people will get upset very easily, well it because you always watching the clock rather then team work and helping everyone out. If you died too much, I will guarantee they will let your body lay there and rotted.
    (3)
    Last edited by Darkrose; 12-22-2011 at 08:45 PM.

  4. #24
    Player
    neizero's Avatar
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    Aug 2011
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    Nei Prime
    World
    Twintania
    Main Class
    Astrologian Lv 100
    Agreed. Time limits are a totally stupid idea. Having extra rewards for a speed run i think is a good idea though, but if someone wants to take their time and spend 3 hours clearing the whole place, they should be allowed to.

    Quote Originally Posted by Xoo View Post
    If they removed the timer, wouldn't that allow players/Linkshells to completely occupy or 'hold' the dungeon so that no more can enter? If this is the case, what's to stop any player with an alt character entering and deliberately leaving themselves inside to keep others out?
    Server should be able to keep as many instances alive as needed without much of a problem (there would be a theoritical limit of course, but unlikely to be reached), most games with instanced content you can stay in your instance and AFK all day if you want to, np.
    (2)
    Last edited by neizero; 12-22-2011 at 08:50 PM.

  5. #25
    Player
    Jinko's Avatar
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    Jinko Jinko
    World
    Moogle
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    Arcanist Lv 80
    Quote Originally Posted by Xoo View Post
    If they removed the timer, wouldn't that allow players/Linkshells to completely occupy or 'hold' the dungeon so that no more can enter? If this is the case, what's to stop any player with an alt character entering and deliberately leaving themselves inside to keep others out?
    This isn't FF11/Dynamis.

    Imagine DH without Time Limit, people could kill all the mobs, and leave just the boss. Then they re-buff, re-group, etc and Fight the Boss. If they die, they can just return to entrance, and do it again endlessly, without having to fight the mobs and can zerg the boss even more than what we already can. Where is the "Risk=Reward" in that? I think Time Limit plays out nicely with what the content we have. (That has Time Limit)
    What on earth that does't make sense, once you leave the instance to respawn the boss all the trash would respawn aswell.

    As for failing and running straight back to the boss why is this a problem, if you took the time to clear the instance trash shouldn't respawn until you leave.

    If you haven;t noticed the way DH works is that everyone runs diretly to the boss most of the time anyway.

    I'd rather have SE work on New Instanced Dungeon/Instanced Content rather than adding/removing unnecesary things on the old ones. Only Problem I see on contents from such Areas(DH, Thousand Maws, Faction Gears, etc) are how they're very undermined compared to Single-Double+ stacked Materia Gear.
    Yea just continue to add more useless content that people will do for a week non stop and then never bother with again right ?

    I think its more important that SE give us an incentive to continue retrying content, like adding new bosses to exsisting dungeons, whilst making the instances more balanced at the same time.

    I agree that the biggest problem stopping dungeons ever being worthwhile though is materia.
    (3)
    Last edited by Jinko; 12-22-2011 at 09:08 PM.

  6. #26
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    Quote Originally Posted by neizero View Post
    Agreed. Time limits are a totally stupid idea. Having extra rewards for a speed run i think is a good idea though, but if someone wants to take their time and spend 3 hours clearing the whole place, they should be allowed to.



    Server should be able to keep as many instances alive as needed without much of a problem (there would be a theoritical limit of course, but unlikely to be reached), most games with instanced content you can stay in your instance and AFK all day if you want to, np.
    You do know there is a limit right? Many times after Darkhold was first released, we had to wait for groups to finish ahead of us.
    (0)

  7. #27
    Player
    Jinko's Avatar
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    Gridania
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    Jinko Jinko
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    Moogle
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    Arcanist Lv 80
    Quote Originally Posted by Xoo View Post
    You do know there is a limit right? Many times after Darkhold was first released, we had to wait for groups to finish ahead of us.
    2.0 should solve this issue.
    (2)

  8. #28
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    Quote Originally Posted by Jinko View Post
    2.0 should solve this issue.
    2.0? How are you justifying today's issues what may or may not be implemented until 2013?
    (0)

  9. #29
    Player
    Jinko's Avatar
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    Jinko Jinko
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    Moogle
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    Arcanist Lv 80
    Where did I justify anything, we are talking bout future changes and content aren't we ?

    There is no excuse why you would be locked out of an instance due to population at least not on FF14's scale, but it is what it is, we all know the servers suck, I was simple saying come 2.0 it should be different.

    Don't worry you have no problem of seeing what you mentioned any time soon, after the 6th the majority of players will be leaving.
    (1)
    Last edited by Jinko; 12-22-2011 at 09:23 PM.

  10. #30
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    We're talking about removing or not removing dungeon timers and the consequences of both, iirc. My point was that current timers should not be removed due to current constraints.
    (2)

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