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  1. #1
    Player
    FlowerPower's Avatar
    Join Date
    Dec 2011
    Posts
    118
    Character
    Dirk Mire
    World
    Adamantoise
    Main Class
    Botanist Lv 55

    No more timers on Dungeons/Raids for new content please!

    Hello SE,

    Please do not introduce any more content that involves timers. I don't mind DPS races... or bosses that require speed to kill... but i'm sick of having a stupid clock running the game. I didn't realize this game was Zelda Majora's Mask!


    Who's with me!?

    Thumbs upppp!
    (76)

  2. #2
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    the problem with instanced dungeons/raids people will rush as fast as they can regardless. right now you have more than enought time for them all
    (4)

  3. #3
    Player
    FlowerPower's Avatar
    Join Date
    Dec 2011
    Posts
    118
    Character
    Dirk Mire
    World
    Adamantoise
    Main Class
    Botanist Lv 55
    Quote Originally Posted by indira View Post
    the problem with instanced dungeons/raids people will rush as fast as they can regardless. right now you have more than enought time for them all
    People will rush anything they can anyway. Generally the real point is that people are not interested in carrying a stop watch in every dungeon.
    (9)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by indira View Post
    the problem with instanced dungeons/raids people will rush as fast as they can regardless. right now you have more than enought time for them all
    Only so long as they get rewarded for rushing through content. There's a couple of ways to fix it, too.

    Remove timers. Remove speed runs. Un-leash all mobs inside dungeons (by this I mean is that they'll forever chase you instead of returning to their territorty after a while). Put multiple bosses per dungeon with their own loot tables and just get rid of the silly chests.

    Seriously, Darkhold should not be "run to beacon. Heal tank. Keep running to next beacon. Heal tank again. Keep running to next beacon. Rinse, repeat."

    Quote Originally Posted by Valmonte View Post
    I'd much rather be rewarded For clearing a dungeon(All mobs defeated, All Chests Found=Cleared) than for blazing through it
    Should vary per dungeon, especially given each story the dungeons have. Like darkhold with the whole thing about beasts from the nether showing up without stop. Instead of making all vanish when you reach each beacon, what I would do is have mobs constantly respawn as you're fighting them, and the only way to get them to stop respawning is reaching the beacon, leaving you with a bunch of mobs to finish off to clear that part of the dungeon before you move on. Granted, they'd have to come up with something else to not make it so dull and repetitive for every part of Darkhold, but it's a step forward from what we currently have.
    (0)
    Last edited by Duelle; 05-29-2012 at 07:59 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #5
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    If this game was Majora's Mask, I would be playing it far more often.

    But yeah, to perdition with the dungeon timers.
    (7)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    60min is enough for you to explore entire dungeon.
    (2)

  7. #7
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Timers are set in place so people don't linger in a dungeon for to long, it allows them to create the difficulty without it being changed through people taking their sweet time in a dungeon. It also helps to alleviate the instances of each dungeon by always guaranteeing that said instance will be open from 20-60mins depending on how long it takes said party to do it.

    Think about it, what's so different about an instanced dungeon that's timed and an NM mob that has a rage timer in the open world? Not much really lol.
    (5)

  8. #8
    Player
    Vanfrano's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Wano Rano
    World
    Louisoix
    Main Class
    Red Mage Lv 88
    I don't think the timers are the real problem. Speed runs are.
    (30)

  9. #9
    Player
    FlowerPower's Avatar
    Join Date
    Dec 2011
    Posts
    118
    Character
    Dirk Mire
    World
    Adamantoise
    Main Class
    Botanist Lv 55
    I don't nessesarily agree with any of the side arguments. There is no point changing any current content and furthermore we are still not operating on 2.0 server capacity. When that time comes there should not be any severe fear of server congestion. If final fantasy 14s competitors can run without it there is no reason why we should have to have timers either.
    (3)

  10. #10
    Player
    vax's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    506
    Character
    Vax Redrick
    World
    Mateus
    Main Class
    Conjurer Lv 50
    Just remove speed runs and done.
    (24)

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