There's a lot of contents. There's just not enough content of what you want. o.o
There's a lot of contents. There's just not enough content of what you want. o.o
Ok, not a good analogy... I would just like the freedom to complete the content I want and leave until there is something else worth my while. Instead you have to pay for multiple months to complete a certain piece of content that shouldn't take you that long.
I don't think the car analogy really works. Probably closest thing would be say a yearly pass to Disneyland . It has its blackout days which could be represented by maintenance and there is always a chance a ride is down or being repaired. By having the pass you are guaranteed to get in but does not guarantee you will be able to ride all the rides. Even this analogy isn't a complete comparison as mmo's are their own special entity.
Who cares if someone has something you don't?
My point exactly.
Am I missing something here isn't there a month to month subscription to this game?
Lets apply this business model elsewhere... I take my car in for repairs, they tell me that it will take two days to fix. But then they say, well we don't have any other work for the rest of the week so we are just going to take our time on your car, keep it the rest of the week, and charge you for the whole week of labor. Sound good? If so, you're right at home.
[...] I would like to know if this is how other people feel. If I'm seeing this business model wrong, please explain. I would love to hear other peoples views.
'kay. SE aren't exactly running a garage, so that analogy is wrong.
All MMOs have a basis which goes along the lines of keeping people playing for long periods of time by measuring out rewards. These rewards are product of your play on said MMO, be it loot, max level, access to later dungeons, patch content, to name a few things. "rewards" or more accurately, incentive to keep playing, aren't available as soon as you login. Loot caps are SE's way of stringing out said rewards / incentives to keep someone playing longer / paying subs longer. Some MMOs keep people playing longer by making dungeons for said loot require a lot of time and effort to gain access to. Some have difficult levelling, prohibiting access for a while. Some have abysmal droprates for said loot. There's all manner of ways to keep people going other than loot caps on other MMOs, but the basic principle's the way all MMOs work, though most aren't exactly... as blatant about it as FFXIV's loot cap is. Personally, I hate the loot cap as much as everyone else, but the concept of MMOs making people pay more buck for their bang is nothing new.
I think what they've done with the lockout is what some of the community back in 1.0 wanted. Some people would of rather have a lockout for a much higher chance of drops or guaranteed drops for doing stuff because back then you could run one dungeon 200 times and come out with only 5 drops total in all those runs. If you look at track record from SE for MMOs aka look back at FFXI before the whole mess with the newest expansions, it took a long time to get anything because drop rates pretty much sucked in general. Now you have good drop rates but locked out, what would you rather? Either way, the way that SE likes their mechanics is that X gear set (endgame/highest tier) or w/e should take Y amount of time to acquire whether MMOs or single player. It's just that before FFXIV and lockouts it wasn't as blatant as to what they were doing.
i went months at a time never seeing a single drop in games like eq, trust me this is the far superior model. i would rather be guaranteed a couple of drops a week knowing thats all i will get, than have to spend months at one spawn to eventually leave empty handed
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