Well, explain this: Repairs to tank are beyond 2k gil in this crap speedrun and 600 gil from standard one. Pretty good reason to avoid speedruns and make ppl leave since tanks got insta que.
Well, explain this: Repairs to tank are beyond 2k gil in this crap speedrun and 600 gil from standard one. Pretty good reason to avoid speedruns and make ppl leave since tanks got insta que.
Sorry I only run with friends, sometimes we grab a random from DF but it works out anyways.
We get consistently lower repair bills if we do sacrifice runs. Even the tank.
Def not the case. If you go through the dungeon and don't die besides sac the repairs are much cheaper than clearing fully. Trash is just useless. Give me vendor trash and chance at items and I'll kill them. But costing me more money, being slower and giving me nothing annoys me. I did it once fully to experience it and now I'm doing it to progress my character.

Yeah but you see here is the thing while that is perfectly alright you are now going to force people to do it your way now or fully experience it again with new peopleDef not the case. If you go through the dungeon and don't die besides sac the repairs are much cheaper than clearing fully. Trash is just useless. Give me vendor trash and chance at items and I'll kill them. But costing me more money, being slower and giving me nothing annoys me. I did it once fully to experience it and now I'm doing it to progress my character.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
false your gear breaks faster dealing with trash mobs compared to speed running.



Incentives do work better. Considering Amdapor Keep is being run in an exploitative method, I think we've gotten spoiled with it.
The last thing I can think of for now is having a line (usually the safety line) that you can't cross if anyone in the party has enmity. So any current "safe zone" should have the line on it. This will probably just lead to finding other safe spots to respawn at, but may enforce killing the monsters instead of running by them without punishing the players (unless taking away an exploit is considered punishment, but as said, that deserves no compensation for. Those of us using it are being compensated now).
Last edited by Fiosha_Maureiba; 09-10-2013 at 10:22 PM.
Alot of good suggestions posted on this so far.
My favorites have to be changing the dungeons to give the normal mobs some more meaning EG:
1. Killing mobs mean more chests or more in the chests.
2. Killing the mobs weaken the boss so that it can be killed (faster/at all).
3. Killing the mobs open doors or remove barriers to allow progression through to deep parts of a dungeon.
These ideas sound interesting to me. I'm sure there are alot of variations that could be dreamed up by the SE team.
Having mobs drop gil, items, potions, gear, etc, etc could be a step in the right direction but it seems like there are more creative and dynamic ways of brining them into the fold.
At the end of the day it would be good to have SE focus not just on the reward at the end (Destination) but the journey of getting there. Making the whole experience enjoyable and fun rather than fun being relegated to "I got a new purple item, yay I got some fun today".
After you run Amdapor Keep for the eleventh billion time you'll sing a different tune.SE please introduce a mechanism to stop people trying to speed run dungeons when using the duty finder.
Too many newbie’s are being treated badly because people want to circumvent game play for an easy win.
If people want to speed run with a group of friends then fine. If there was an option in the duty finder called "screw the fun just give me points" that parties you with only people that want to speed run, then fine, I wont use it, but fine.
Just make it so Mob's never lose the chase and follow you into the boss rooms, problem solved.
The best way to circumvent speed runs is to make trash worth killing. They should have a % drop for tokens, drop random greens, GIL (FFS), and there should be coffers placed strategically that drop silver and gold vendor trash (500/2500)
Last edited by Draemos; 09-10-2013 at 08:18 AM.
As long as the trash remains worthless to kill, people will try to find ways to skip it. It happens in every MMO.
Maybe. But as I said in a previous reply I'm much more interested in the journey being fun. If the only point is to get tokens for another armor piece for better stats then the boat has been missed entirely in my opinion. It's the same reason I play monopoly from time to time, not so I can own everything on the board but to have fun with people and enjoy the time.
Also I don't nessecarily have a problem with speed runs per say but more a problem with newbies being tampled over because hardcores want to use a random party generator to burn through content as fast as possible. Once I've done the story quests etc, speed runs may be something i'll want to do myself but it would be extremely disappointing for such potential to be wasted on token grinding. I'd like to see SE to make dungeons a more whole experience that is rewards more broadly.
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