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  1. #1
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60

    Request to Modify Coil Entry

    I'm probably not the first, hopefully not the last, to bring this up.

    I feel the way 2nd Coil (and 1st Coil before it) is structured is detrimental to group play. This is a "MMO" but what we see at end-game and among the "hardcore" is a lot of statics built around clearing Coil rather than being integrated into a community. Many statics are done in-house in large Free Company, but many others are pulling people from other Free Companies.

    This was difficult for me as a start-up Free Company. People were constantly feeling left out, or forced to build teams from members outside our Company. It caused lots of rifts and fights as "cliques" formed and people got excluded. "Sorry, I wish I could help you, but I already cleared Turn X" is a real common response in my LSs and in my FC.

    I understand the need and desire to limit the amount of end-game loot that is distributed weekly, but I really wish SE would consider allowing those of us capable of doing more - to give back to our FCs and LS communities. I am ok only lotting on 1 item (per Turn, per week) if it meant I could still enter on other days and help others who are working to clear, or generate their own loot.
    (13)

  2. #2
    Player
    sanosuke001's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    93
    Character
    Aiya Lorana
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    A per-turn gear lockout would make more sense. We had some people think they might not make coil so went and ran some turns before our static night then, when they made it, they couldn't even join us just to help. Or, we do a turn once, shit gear drops nobody wants and we've wasted that allowance that week. Fix drops to what people want, a wish list or something, so the turn drops something useful at least would alleviate that last one a little bit, however; this would help all random-based drops, too. I hate seeing things get wasted.
    (1)

  3. #3
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    They're not going to set it up like CT loot because people will get geared up faster than SE wants them to.
    (0)

  4. #4
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    I know that and I'm not asking them to do that.

    I'm only asking that we can actually enter more than once.

    I want my Free Company to help each other clear content. It's part of my mission statement. It happens to be part of the mission statement that simply cannot apply to 2nd Coil because I can only help 7 people at any given time (and that given time is usually quite long, because it took us 6 months to clear Turn 5). Then I can turn around and help others, but they aren't waiting that long. They splinter off into new groups and form new statics and join other Free Companies that can help them.

    That's not fostering a good community. I don't want to play a game with thousands of people, where the only ones I am able to do anything with are the same 7 people.
    (4)

  5. #5
    Player
    Menriq's Avatar
    Join Date
    Aug 2013
    Posts
    583
    Character
    Meridia Astra
    World
    Maduin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Shai View Post
    They splinter off into new groups and form new statics and join other Free Companies that can help them.

    That's not fostering a good community.
    Not I that I disagree with you, but looking at this from a different perspective, isn't this actually helping create a better community? Let's say you could run others through the instance. That means for the most part, you are a self contained unit since you wouldn't really need to go outside your FC / LS for people; you would just pull from within. However, in the scenario you provided, your friends are now part of another circle (assuming when they left, it wasn't a ragequit). Now you have a contact in another FC / LS that you can use to build relationships. I would talk about this opening a new can of worms of selling turn's, but that is whole different (yet somewhat related) can of worms.
    (2)

  6. #6
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Menriq View Post
    Not I that I disagree with you, but looking at this from a different perspective, isn't this actually helping create a better community? Let's say you could run others through the instance. That means for the most part, you are a self contained unit since you wouldn't really need to go outside your FC / LS for people; you would just pull from within. However, in the scenario you provided, your friends are now part of another circle (assuming when they left, it wasn't a ragequit). Now you have a contact in another FC / LS that you can use to build relationships. I would talk about this opening a new can of worms of selling turn's, but that is whole different (yet somewhat related) can of worms.
    Depends on if you want a game where hundreds to thousands of people play together and interact with one another (an MMO)
    ...or if you want a game that is a collection of 8-man teams that are self-contained and need little-to-no outside input (an MO).

    Personally, I want to have a FC that is more than 16 members, but if I can only recruit them in groups of 8, it's not feasible.
    I have nothing to offer the 1-2 people I get interested at a time, besides a Titan X clear - that they literally never need to do again.

    I guess I do agree with you about selling turns, though. I mean, the obvious "gamey" solution here would be for there to be a dummy team (of alts, even) that just cleared it 1/week, then rep in 1 member who can actually lot ALL the gear. So 1 person would actually gain 2 pieces of gear per turn per week. That's if the group wants to run the dungeon 8x (or more) just so they all maximize all the loot they can gain per person (and don't care particularly what drops they get in what order). Trust me, I've thought of the cons. I would not put either these methods by the upper echelon of players.

    However, I still hate seeing my friends struggle to clear Turns and being next-to-powerless to help them. I'm tired of Coil drama that is only a result of Coil mechanics, not players themselves.
    (3)
    Last edited by Shai; 04-24-2014 at 08:40 AM.

  7. #7
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    I see coil groups bleed members constantly and consequently tons of chances to join them and meet players you otherwise wouldn't play with, isn't that interacting with the greater community? It's actually the opposite it's very conductive to group play, it forces people to form social connections and the server has a more social playerbase.

    The problem for you is actually that you're insisting on doing it with the friends and FC members you have found, isn't that rejecting interaction with the greater community? How is joining other statics in other FCs not fostering a good community, because it's not your FC?
    (2)

  8. #8
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    If it would be loot locked instead of entrance locked, every group would get 8 pieces from one turn per week instead of 2. That's a significantly faster gearing speed.
    (1)

  9. #9
    Player
    Demus's Avatar
    Join Date
    Apr 2014
    Posts
    51
    Character
    Godric Greyclaw
    World
    Halicarnassus
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Taika View Post
    If it would be loot locked instead of entrance locked, every group would get 8 pieces from one turn per week instead of 2. That's a significantly faster gearing speed.
    This. Also, selling carries. There's already enough butthurt about selling Ex primals which have no gear lockout.
    (1)

  10. #10
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Taika View Post
    If it would be loot locked instead of entrance locked, every group would get 8 pieces from one turn per week instead of 2. That's a significantly faster gearing speed.
    A solution to this would be to lock out loot after clearing the turn once per week. Even if you didn't win loot when you cleared it.

    People shouldn't be locked out of helping their friends in an MMO. I always hated this about coil and it really needs to change.
    (1)
    Last edited by Zetsumei_Tsunarashi; 05-01-2014 at 07:19 AM.

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