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  1. #11
    Player
    Crazypluto's Avatar
    Join Date
    Aug 2013
    Posts
    69
    Character
    Crazy Pluto
    World
    Excalibur
    Main Class
    Ninja Lv 60
    They need to make it so you can pick what turn you want to do, I cant tell you how many times my static has got to turn 4/5 and then people have to go and we never finish them for the week. This really sucks for classes like bard and monk that need most of the gear from turn 4/5.
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    Check us out at http://www.ragelair.enjin.com/home

  2. #12
    Player
    Vodomir's Avatar
    Join Date
    Aug 2013
    Posts
    453
    Character
    Vodomir Daemaethor
    World
    Shiva
    Main Class
    Lancer Lv 50
    Quote Originally Posted by yoshi71089 View Post
    Ah, you misunderstand me. I mean to say if I attempted Turn 4, but did not beat it, I shouldn't be locked out of Turns 1 through 3. I should, however, be locked out if I DID complete Turn 4.

    Even in a lock to lock raid, if I join in a party on, say lock 4/6, but then we don't beat the raid and the group falls apart, I can go back at a later time and attempt the raid at lock 0/6 (assuming no locks were broken).

    Progression shouldn't be counted unless you actually beat the turn.
    You don't seem to get the concept behind a linear raid progression. You can only enter Turn 4, if Turn 1-3 have been beaten before within the same lock cycle. So whenever you enter Turn 4, Turns 1-3 have already been cleared - there's no way to go back during this lock cycle. Just be aware of what locks you have and what locks will be inherited by entring the coil with a given raid group. If you haven't run Coil this week and want to run Turn 1-3, then simply don't join a group for Turn 4. It's not like rocket science. There's no such concept as breaking locks or something.

    Quote Originally Posted by Crazypluto View Post
    They need to make it so you can pick what turn you want to do, I cant tell you how many times my static has got to turn 4/5 and then people have to go and we never finish them for the week. This really sucks for classes like bard and monk that need most of the gear from turn 4/5.
    No they don't need to change it like that. Why would they? It's a linear raid and you are supposed to beat all of the previous turns in order to work on a later one. IF they changed it the way you suggest it, it wouldn't be a raid anymore, as you can do all of the turns in any order you see fit - this would basically turn the raid into 5 independet instances without any kind of progression between them. You are not supposed to start with Turn 4 or 5 and then later on clear Turns 1-3.

    That's like saying "They need to nerf turns 4 and 5, as my FC cannot beat it, which sucks for bards and monks, as they get most of their gear from the latter turns." You either need to speed up your clear times for turns 1-3 so you manage to clear turn 4 and 5 on the same day or just add an additional raid day.

    No one needs to change anything, just because a few people don't get their gear.
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    Last edited by Vodomir; 12-10-2013 at 10:01 AM.

  3. #13
    Player
    Megido's Avatar
    Join Date
    Nov 2013
    Posts
    210
    Character
    Datura Megido
    World
    Cerberus
    Main Class
    Marauder Lv 66
    Quote Originally Posted by Vodomir View Post
    No one needs to change anything, just because a few people don't get their gear.
    Do you have an actual argument on why we should not get something like
    - This Dungeon has already been started. Please leave the instance or be saved after 60 seconds.
    - Saving players after boss get downed.
    Which many MMO's use?

    Or is it just 'meh no need i dont really care about other people'. Surely there is some need or this thread wouldnt exist, no?
    Just to be clear this does not affect me in the slightest, but it does bother me reading about people losing out on gear (and fun not to mention paying a sub for the content!) for no good reason.
    (0)
    Last edited by Megido; 12-10-2013 at 08:14 PM.

  4. #14
    Player
    Vodomir's Avatar
    Join Date
    Aug 2013
    Posts
    453
    Character
    Vodomir Daemaethor
    World
    Shiva
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Megido View Post
    Do you have an actual argument on why we should not get something like
    - This Dungeon has already been started. Please leave the instance or be saved after 60 seconds.
    - Saving players after boss get downed.
    Which many MMO's use?
    Actually the progress IS saved after a boss gets downed. You merely inherit the raid leader's locks once you enter the dungeon. Lets say you don't have any locks and join a group for Turn 4. The moment you set foot into Turn 4 you inherit the locks from the raid leader (locks for turns 1-3 in this specific example). The lock for turn 4 itself will first be set AFTER killing the boss. This is the way any MMO out there handles it. And I already stated the reasoning behind this numerous times. The raid is build in a linear fashion, so you will have to down the turns in the given order. This implies that turns 1-3 have already been cleared (maybe not by you, but at least by the raid leader), there's no going back to clear them again, as being in Turn 4 means bosses 1-3 are already dead. It's like joining a party in progress in a regular dungeon. If you join the group for the last boss and don't beat it, you can't just warp back to the dungeon's entrance and all of a sudden the previous bosses are up and alive again. Locks save your progress and having a lock that grants access to a higher turn automatically implies that the group has already progressed past the previous turns. It works like this in any major MMO out there.

    I'm all for your first bullet however. There should be a way to see which locks will be inherited BEFORE you enter the dungeon and you should not automatically be teleported into the dungeon once the Raid Leader steps in. The players should see some kind of confirmation dialog stating that they are about to join a raid that has already progressed beyond whatever locks the player may have themselves. Or if such a dialog won't be introduced, players should be provided with a tool so check which locks the raid leader has prior to entering the dungeon themselves (as locks are inherited the moment you enter the dungeon). By all means the players should be allowed to decide for themselves when they want to enter the dungeon. This forced teleport is just crap.

    Quote Originally Posted by Megido View Post
    Or is it just 'meh no need i dont really care about other people'. Surely there is some need or this thread wouldnt exist, no?
    I guess the need is from people who either haven't played MMOs before or who don't get the concept behind raid locks and linear raid progression. I guess the confusion probably stems from the coil being split into separate turns rather then having all of them in the same instanced space (as most other MMOs out there do). If it was one space, people would physically have to walk through the areas that have already been cleared and see that no trash or bosses are alive in the previous turns. Having the coil split into five separate turns probably invokes the impression that those turns work independently, which simply is not the case.

    Quote Originally Posted by Megido View Post
    Just to be clear this does not affect me in the slightest, but it does bother me reading about people losing out on gear (and fun not to mention paying a sub for the content!) for no good reason.
    No one loses out on their gear. You can't blame the game or the system if people are not able to down all of the turns within whatever timeframes they allocate for raiding. If a raid only invests 1 hour per week on raiding, this is hardly the game's fault. And to be honest, a raid that has all of the turns on farm can probably clear all five turns in less than 1 hour (I think there was already a thread on groups clearing the coil in such times). If someone loses out on gear from the later turns it's either because they just can't beat besaid turns or because they take a break after turn 3 and never come back during the lock cycle (which is entirely in their own responsibility). It's not like the game took something away from them or like the game locks them out from the loot. If people want the loot from turn 4 and 5, they just have to kill those turns. No rocket science involved.
    (0)
    Last edited by Vodomir; 12-10-2013 at 11:45 PM.

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