
(05-12-2017, 03:48 PM)Kilieit Wrote: I've done this once, and it was really fun! But we cleared out the instance before we started RPing. (We actually did this twice in the end due to time.) And RP'd out our own scenario and monsters in the given environment, instead - giving us more freedom and flexibility VS the in-game scenario.While I understand their reasoning for having a timer, I really do wish they could remove it somehow... I can recall some dungeons in other mmo's that didn't have ana ctual timer, but rather just a timer for rewards you could gain, like having an hour to defeat X amount of bosses to claim X amount of treasures. Leaving the dungeon itself solely your party's and whatever will you had with it was your own. Then again, they also had limits to how many times you could run certain dungeons too.... *shrug*
I did IC clears back in WoW, and I always found it kind of stressful switching so quickly between "modes" of gameplay... and while it wasn't an issue for me (I type ridiculously fast), I know some of my friends said they felt like they couldn't really join in because by the time they were done typing, we were fighting the next thing. We fixed that by taking it slower between groups in future and doing stuff like everyone switching to level 1 weapons and everyone but the tank switching to level 1 gear, but... with 90 minute limiters on FFXIV instances, maybe another solution would be better?
(05-12-2017, 03:35 PM)Nebbs Wrote: I generally start by having a reason to do something and find a dungeon that equates to the place the group have to go. In this way you follow the RP and not the dungeon. It may be you don't complete the dungeon because the target is not at the end.Curse this multi quote system... Like the other 2 first comments, you really got me here. I should start expanding my eyes a bit more for dungeons and not just seeing them as what they are, but instead what their purpose to character's would be. I should experiment more with that... I guess I'm too blunt when I see some things, it's also why I use emotes more often in RP to simulate the actual movement. Starting to think I should drop some of these habits because they induce anxiety over producing interesting plot/fun.
So there are things to fight, go in unsynced and there is no problem, just use low power and the fights last a few goes. Deal with injuries etc.. run away, and stuff ans you want.
Use the setting, and pre-knowing it allows you to choose what you are after and where to go. I tend to provide the descriptions myself over the top of what people see.Â
So to summarize, treat the dungeons as a place to go do your RP and not as a dungeon.
EDIT: sorry for the double post.... So it really sounds like the true issue is just fun vs victory of the dungeon(or in most cases, not having enough damn time >.>). I guess I'm doing good so far then in trying to work the ratio out to not negatively impact my group but also to have fun. In an instance like PoTD, it sounds like it'd be a bigger factor than normally unsync'ing dungeons or etc. I'm glad I got some insight though, gives me a reason to use dungeons like brayflox and etc more to just explore with a jungle setting and so on.