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  1. #21
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Personally I've never been a fan of speed-runs promotes class stacking for the most part. While people will still look for the path of least resistance if the speed-runs were abolished in turn for more strategic gameplay I'm sure some groups would at least loosen up on the stacking.
    (2)

  2. #22
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I'm all for seeing speed running as simply an achievment rather than a key component to any content. I just doesn't make sense to me to say, "We need someone to thin the monster hordes in this cave. Run through in 5 minutes to get an extra chest though." It's oxymoronic.

    Personally I'd rather run through 6 different "dungeons" in a day, rather than the same one 6 times. With each having some rewards based on different conditions, speed maybe in one or two, but others perhaps for sheer volume of enemies defeated w/in a set time limit while also defeating the boss(es), and still others for for unlocking areas of the dungeon that allow you to get the chests(or defeat a boss) in that area which then unlocks another area and so on.

    Really there's a million ways to accomplish different types of "dungeon" runs and I hope to see more than just speed runs come 2.0.

    I'm also of the opinion that being able to enter the same instance as many times as you can manage with little or no cooldown in between just leads back to the cookie cutter get it done fast mentality. Limit the number of times you can enter in a period of time, not unlike Guildleves.

    Give us Dyna-style gear drops: Normal Mob 1%, NM 5%, HNM 10%, Sub Boss 15%, Zone Boss 20%; you have a choice you can rush the gate and go for just the 20% in minimal time, or if you have the desire you can slow it down and do the Sub Bosses and the Zone Boss for maybe more gear, or you can sit and farm the normal mobs until you run out of them w/ very low chance but hordes to kill.
    Break that down more:
    Normal Mobs: Hand/feet/head 5%, Accessory 10%
    NM: Hand/feet/head 10%, legs/body 1%, Accessory 15%
    HNM: Hand/feet/head 15%, Accessory 20%
    Sub Boss: Hand/feet/head 15%, legs/body 5%
    Boss: legs/body 20%, Accessory 50%
    (4)

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  3. #23
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by Fionlagh View Post
    Replying to my own post. all 3 of those methods can and should be fleshed out. also , im sure this community can come up with other themes.
    i read some on this thread already, lets keep it rolling.


    to add to the 3 themes:
    SPEED RUN- whatever happened to non-combat skills? why not have STR rolls to force a door open, a THF type to pick a lock and or speed through a door thats about close (lever on the othe side of the door) Detect & Disarm trap checks? all to get through a dungeon faster.

    EXPLORATION RUN: lots can be added to this theme. Side passages with challenging content, strong mobs, puzzles/mazes, side bosses, hidden doors (detect hidden roll needed) traps, underwater passages haha

    STORY RUN: like i listed in my previous post, put some NPCs in your dungeons, in various situations ofcourse, some being chased , that you have to save, others could be lost behind a hidden or locked door, or a party of NPC adventurers that either need help or turn on you. have KEY NPCs that are necessary to advance the story, and CS triggers that offer eye candy

    I know theres CONS to pretty much everything i listed , also i proposed mechanics that would have to be added from scratch, but... therre ya have it. my 2 cents
    Not bad at all, the story thing could be just a rescue thing, like when they say a researcher was lost inside AV you could be asked to rescue several npc, not only standing inside, more like in cages or surrounded by mobs, even a time limit before it dies when you see an npc surrounded by mobs, like the scholar npc in the company leves, or escort to a safe exit, and at the end you can be rewarded with an extra chest and company seals+cs+achievements.

    The other two options sounds good, i would love to have several options in the way i can finish a dungeon, at the end we go to this places to have fun so having several options lets the content be fresh for longer periods.

    There are lots of ways to do this in a better way
    (2)

  4. #24
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    I do like some of the feedback here, hopefully the Dev. Team will see this.
    (1)

  5. #25
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Impossibly hard speed run achievements = good.

    Requiring speed runs for gear... slightly annoying after the 500th run.
    (1)

  6. #26
    Player

    Join Date
    Jan 2012
    Location
    Zee Puff Puff
    Posts
    246
    Quote Originally Posted by DoctorMog View Post
    Dynamis?

    ..
    The fuck is that ?
    (1)

  7. #27
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Velhart View Post
    Players do not want to rush through your content SE, they want to enjoy it.
    after 300+ speed runs, and still waiting for my corselet, i'm pretty sure i just want to rush through it. and i'm pretty sure i've just wanted to rush through it for the last 200 runs prior (incidentally- also around the time i stopped enjoying it).

    so. yeah.

    speak for yourself.
    (1)

  8. #28
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    Like the others, I don't agree with speed runs either... at least not in the way they appear for now.

    I think Cutter's Cry was awesome... it didn't seem to make speed runs so easy, while on the other hand, Darkhold makes it look like the devs went of their way specifically to make speed-runs easier than a normal run.

    Ergo, if the devs are going to create speed runs... can they at least bother making them tougher than a normal run?
    (0)

  9. #29
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by fusional View Post
    after 300+ speed runs, and still waiting for my corselet, i'm pretty sure i just want to rush through it. and i'm pretty sure i've just wanted to rush through it for the last 200 runs prior (incidentally- also around the time i stopped enjoying it).

    so. yeah.

    speak for yourself.
    Think that's where all the "change the drop rates" and chest conditions come into play, no one wants to do the same things 42k times for 1 drop.
    (0)

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  10. #30
    Player
    NefarioCall's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,093
    Character
    Nefario Call
    World
    Cactuar
    Main Class
    Alchemist Lv 80
    Speed runs are good if you want to do it quickly.
    Forced speed runs for the top prize is stupid.
    I haven't actually done any of the instanced dungeons yet,
    but i'm thinking i don't want to if it has to be a speed run.
    Personally, i'd rather SE just does away with the time limit altogether.
    (2)
    --------------
    http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
    Make it happen.

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