Final Coil Party Reward Restriction
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Players can now repeat turns of the Final Coil of Bahamut prior to the weekly reset.
If your party contains players replaying a turn prior to the weekly reset, the number of treasure coffers appearing upon completion will decrease.*
Furthermore, players will be ineligible for rewards from treasure coffers if they replay a turn prior to the weekly reset.
* If there are one to four players in your party replaying a turn, only a single treasure coffer will appear.
If there are five to seven players in your party replaying a turn, no treasure coffers will appear.
Prior to entering the Final Coil of Bahamut, a dialog prompt will indicate both the number of players in your party who have completed the turn, and the number of treasure coffers available upon completion.
Why not allow just one chest to drop and not let the previous people who won it not to roll on it? That seems like the same reward either way.
Token System Instead with No Restrictions?
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Originally Posted by
Windklinge
the system remains total bullcrap either way. this was completly unneeded. instead what we need is a token system or smaller lootpools instead they got even bigger thanks to nin coming to the game. with the lockout in place and considering fcob lifespan beeing MUCH shorter than scob or first coil before because of the release of heavensward with lvl 60 cap will mean that unlike scob, fcob will become instantly obsolete once the xpac hits this time. this means the lockout is just plain bs. it took some people over 40 runs of t9 to finally drop thier weapons. now try that with a lockout still in place and no reward is given to some players. thats just total bullshit. anyone who is able to clear these turns SHOULD be rewarded. not just the "lucky" ones who are blessed by RNG. thats a very bad reward system in the first place.
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Originally Posted by
Kayko
As it has been pointed out, loot tables in this game are down right near broken. Look at weapons, FCOB turn 4, each group has a 10% chance to get a weapon they need. A perfect world means it takes 2 months for each player to get their weapon and we all are perfectly aware that it takes far longer with repeats and non played job weapons appearing. My group had a player get a DRG weapon (3rd or 4th one we saw) well before they got their main job weapon.. and their DRG wasn't even 50 yet...
Also, as someone stated, this is it for ARR, no more after this, 4 man dungeon gear will replace everything we are getting in about 5 months from now. There are people who have yet to clear coil turn 5, let alone Scob 4 and how many are not going to get to see the cutscene after FCOB 4? Unless they remove the lockout in 2.5 (which I think would just promote selling runs doing that so quickly) whats really is the harm is allowing players to have that insignificant increase in drop chance and allowing people to play with friends that may be normally in different groups that happen to run different nights?
Well said Wind, Kay.
I wonder if a Token System might not be a better route? On a high level, it's Yoshi P's decision to go with a 100% Loot Drop per Chest System that has led to the situation we are in today.
* In FF XIV 1.0, Yoshi P introduced a Token System where after beating a Boss (e.g., Garuda or King Moggle Mog back in 1.0 (these were much harder back then than now)), the Chest had a Low Chance for a Treasure Drop (Weapon) *and* it had a 100% Guaranteed Token Drop.
And No Lockouts.
Collect Enough Tokens and you could trade them in for the Treasure of Your Choice.
So Linkshells / "FC" could set up events where you could take an odd number of LS Mates / Friends, etc. You just rotated them in (after doing a few attempts here or there).
But at least everyone could participate.
In Final Fantasy XI there were so many events where it was more flexible (to bring / rotate in your Linkshell Mates / Friends):
* Kings: You could rotate in LS mates if people died during, say, Nidhogg or Tiamat. You could have an Alliance of 18 members go.
* Dynamis (Early Days): 64 Players could join in and you had Multiple Objectives / NMs / Drops to go after.
* Sky: Going on regular Kirin / Suzaku / Byakko / Seiryuu / Genbu battles, and you could rotate in members / friends as needed.
Sure it wasn't 100% Drops per Chest but you usually got something (except Kings, which had the super low drop rates early on).
So would a Token System be better? Or a Non-100% Drop Rate System but remove Lockouts (so FC / LS / Friends can run things more than once a week and beyond just 8 Static Members) be better for the health of the community?
Lastly, when did our community become so cynical? (I mean this with genuine curiosity.)
Maybe I got lucky on my server in Final Fantasy XI and in XIV 1.0, but at least for me and my friends:
* It is ALWAYS better to have a system that allows more Flexibility in rotating in / attempting Content with More Players (differing sizes in Free Companies / Linkshells (Guilds), doing fun stuff with Friends), than to have a stringent Weekly Lockout limited to only 8 Players.
I see the move to open up running End Game content for more than a static 8 People as a GOOD THING. Not every Free Company or Linkshell is made up of *exactly* 8 People (to do raids).
Most people have more than 7 Friends.
Instead it's surprising to see so many cynical people cry about "selling runs / carries." I guess that exists nowadays, but not on my server (nor did I notice it in XI early years).
It's always felt overly stringent and very Anti-MMO with 2.0's "8 Players ONLY" / Weekly Lockout mentality. It's very frustrating / indirectly causes bad feelings when you have to tell Friends and FC / LS mates, "Sorry, you can't join us for this raid. We already have our static filled (7 other players only)." :(
So wouldn't it be ideal that 3.0 Heavensward has an improved Raiding System for participation / drops, so that we can get out of this awful mentality of "8 Players Only / Static," No More, No Less?