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  1. #31
    Player
    Zdenka's Avatar
    Join Date
    Mar 2011
    Posts
    596
    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    This bug is very hard for SE to fix since they need to fix the mechanics that would adjust more than just Ampador Keep since they probabaly use a set of rules for different mob mechanics etc that would in turn affect other areas. (its very common to do this because its much easier to change if the code is the same).

    If SE does fix it, its not going to be right away, and probably not for a long time actually. People used to train in Haukke and SE changed dungeon mobs to never leash, and that implementation stayed in 1.0 with Ampador keep. That WAS their fix for this behavior soooo i don't know if they really know of anyway to stop it even.
    (0)

  2. #32
    Player
    CalamityTwo's Avatar
    Join Date
    Sep 2013
    Posts
    9
    Character
    Miyu Luine
    World
    Jenova
    Main Class
    Scholar Lv 90
    Pushing this thread to the top as well. Already got pushed out of another game by people demanding I run instances this way with them.
    (0)

  3. #33
    Player
    TirionCrey's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    705
    Character
    Tirion Crey
    World
    Phoenix
    Main Class
    Gladiator Lv 86
    Quote Originally Posted by Jackel View Post
    Just for the sake of being accurate can you please provide a dev and/or CSR statement stating one way or another?

    Thanks,

    -J
    There is no Dev Comment on this. In 1.0 you had to do 17min Speedruns to get the Item you need for Relic Weapons. 17Min Speedruns REQUIRED you to skip almost all the mobs except for where it was neccesarry to spawn the gate to the next part of the dungeon. If it wasn't intended by SE...why would they implement a quest that requires you to do that, or otherwise you wouldn't meet the timelimit? It's simple logic xD

    PS: In FFXI you did the exact same thing in Dynamis dozens of times, especially in Beaucedine Glacier. It was done for years and SE never said anything about it, against it, or even intended to change it. And they did the same thing in 1.0
    So why should it be any different in ARR?

    If you want to have any proof for that. Just google Dzemael Darkhold Speedrun, Aurum Vale Speedrun, or Cutters Cry Speedrun.

    To anyone who has trouble being taken through the dungeon in Duty Finder. There are like-minded people on your Server for sure. So either try to find them, or make friends in the game. If you're 50 and beat the storyline, how the hell did you not meet anyone on the way you actually like to play with? This is an MMO after all.

    Succeeding without player knockout/death is a sign of individual and group skill.

    Succeeding by manipulating an easy win via the use of player knockout/death as a strategy:
    - (a) does not require skill; and
    - (b) is not how the devs intended you to play the game.
    Doing something in 15minutes, where other take 60 is the superior sign of skill
    You still have to beat the bosses and those are the ones that screw players, not the trash mobs. Anyone can get through the trash mobs, but not anyone can get past the bosses, especially with only taking 2-3minutes per boss.
    (0)
    Last edited by TirionCrey; 09-06-2013 at 02:50 PM.

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