


You do realize your playing Final Fantasy XIV A Realm Reborn 2.0? This is a remake not a new MMO......I read an article about f2p vs subs that said people will spam a game (even take off work) for the first month of its life until all content is exhausted and then move on to another game if there's nothing left to keep them busy.
I think that concept captures the attitude we see here with players rushing to the end as fast as possible, skipping anything that doesn't help them get to that endpoint, and then complaining that there isn't more to put them ahead of everyone else.
To a person with this mindset, I can see how lockouts would be frustrating. The developers seek to directly counter players who want to burn all the content as quickly as possible.
So why would they do this? IMO, they must see this kind of activity as harmful to their game in a meta sense: that it does damage to the community at large and not just to the small minority of players who perpetrate this activity. Otherwise, if it affected only a small amount of players, they wouldn't bother.
SE new what they were doing when they remade this game. I didn't play 1.0 but from talking to some people they could have added a lot of stuff that was in 1.0.

I love how everyone cries that games are too grindy and you need to grind all week to progress. same people then cry even more when something limits the amount they need to grind and say the point of an MMO is the grind.
Is this setup the best? no, but really beyond changing it to one roll per job, it is about as good as we are going to see likely. be happy you can do the content multiple time a week, they could have put a 1week lockout on top of only 1 loot drop. But CT gear is ilv80 and is not even useful to many peoples mains and if your geared enough that its the only upgrade you can get you should be in coil getting ilv90 anyways.




because it's not the case and they know it. they are making an argument over something that is not the case. in 1.0 the exact system was in place for av and cc that i promote putting in place for the higher end content until they get enough content in the game to justify a long lockout like coil has currently. in 1.0 you did not have people wearing darklight for every class even multiple months after release and there were groups that ran it 10hours+ a day.So if it's so obvious and everything. Why can nobody actually explain what the issue is with someone else clearing all content and being bored? Wouldn't that be his problem?
Seriously, everyone always goes "but zomg people would clear everything", but I've never seen anyone actually explain why that actually is an argument.
their argument was completely disproven by this very game previous to arr's relaunch. it's a perfect example of a strawman argument when their false claims are knocked down so easily.
http://crystalknights.guildwork.com/

Remake or new mmo, his point still stands. People acted the same, taking off work, grinding the hell out of the game in the first week, then not playing as much. Honestly I consider a realm reborn a new mmo, there are more differences between it and 1.0 than things in common.

It may be a remake, but from a development standpoint the only things that carried through were concept and art design. Everything was remodeled, recoded, redone in 1/3 the time of a normal MMO development cycle, not to mention all of the things that 1.0 didn't have at all.
That excuse doesn't really work when the amount of work they had to redo was equivalent to making a brand new game.
From a development standpoint. I realize levels and stuff carried over, but that's the player standpoint.
Doesn't matter, it's in the past and can't be changed. The fact remains they essentially made a brand new game in 1/3 of the typical dev time allowed for a game of this type. Some corners had to be cut, otherwise 2.0 wouldn't have released until late 2014 or early 2015.
On top of just developing the game, they had to spend time developing a way to convert database entries from 1.0 to 2.0, it wasn't just a copy/paste operation.
Last edited by Djeserit; 12-08-2013 at 05:12 AM.




completely incorrect. all character progress over the last 2 years carried over. that is unless i am mistaken and i didn't really have all 50 battle, all 50 crafting, and all 50 gathering with all of my gear i was able to get over the previous 2 years.It may be a remake, but from a development standpoint the only things that carried through were concept and art design. Everything was remodeled, recoded, redone in 1/3 the time of a normal MMO development cycle, not to mention all of the things that 1.0 didn't have at all.
That excuse doesn't really work when the amount of work they had to redo was equivalent to making a brand new game.
yes, they did a ton of work to get the game redone, but a bunch of it was wasted on new systems people dislike over the previous system. that was wasted development time that could have been used adding content.
http://crystalknights.guildwork.com/



It's honestly a bunch of things and has more to do with how ARR is structured as a whole rather than just the lockout's fault, primarily it's the lack of paths of progression for your character once you've hit your weekly Coil, CT runs and myth caps.
As bad as the RNG was in 1.0, at least you could still run the content and get something out of it with only a 15 min lockout between runs due tomore artificial content limitingbad server code that's still a thing. Sure the droprates for Darklight the best gear back then were really awful like seriously lower than 1%, but you could at least get something else from the dungeons that ranged from bad to decent to good and you could also sell that extra gear on the markets for decent profit.
Plus there was always that expectation of maybe finally getting lucky, only for your hopes to be destroyed each time but in the end it also encouraged you to run the content again and you had no limitations doing that aside from the small 15 minute wait. With Coil's lockout you can't even rechallenge the content and even with two guaranteed ilv90 drops per turn except turn 3, there's still no guarantee you'll see drops for your class for weeks, with CT you only get one iLV80 item a week and sure you can still go in and help your LS and FC buddies get their drop, or run it just for fun with random people just like running Cape Westwind for fun might be a thing for some I guess.
There was also the fact that the best gear wasn't just limited to one or two dungeons, it was scattered in different pieces of content and you had alternatives and some sidegrades, some pieces were in AV/CC, some were in Primals, some others were in Hamlet, some were crafted with materia, some were in Skirmish, some were in your GC which needed seals to be farmed, some were in Beastmen Strongholds, some in high level leves, some were NM drops or crafted from their dropped mats.
There's also the fact the relic quest was more involved and admittedly RNG heavy in some steps which was bad, but the non RNG parts aside from maybe currency farming were a bit more challenging and took much longer to clear than just the 2 something hours it takes now with a good group.
Last edited by Roris; 12-08-2013 at 05:05 AM.

I'll just keep it simple, but the lockout is bad. Others have voiced reasons into why.




i actually liked the rng much better than the current design. at least with rng i wasn't done with the week by monday night. sure the rng has a super low rate, but not all gear was u/u so there were items to get and sell in the wards and the fact you could keep running the content and that kept your group signing in each day.As bad as the RNG was in 1.0, at least you could still run the content and get something out of it with only a 15 min lockout between runs due tomore artificial content limitingbad server code. Sure the droprates for Darklight the best gear back then were really awful like seriously lower than 1%, but you could at least get something else from the dungeons that ranged from bad to decent to good and you could also sell that extra gear on the markets for decent profit.
http://crystalknights.guildwork.com/
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