Cap myth, do coil, then EM Primals.
Cap myth, do coil, then EM Primals.



Not talking about Coil's lockout on character. That forces you to pick and choose what you lot on with each run a week. I'm talking about prioritizing your gear choices for each piece of content that comes out, which will allow you to gear multiple classes, but in a ranking system similar to how the armor value is tiered, until such a time you choose to up the priority of one class to the higher tier loot.lockouts on characters rather than class/jobs in a game that both allows, and even encourages you to play more than one class/job is stupid. Otherwise I have no problems with lockouts. Most games have them. But in those same games it's understood if you want to play another class you make another character and then are allowed the same lockouts as your main.
Or they should just let people play how they want to play



That would be highly stupid business sense.
Be honest, if people were allowed to play coil 'how they wanted'. They would have quit and moved on by now. There are a staggering amount of people with little to no self-control.


Compulsives are going to get mad and frustrated with roadblocks and quit, anyway. There is no design that will accommodate them. So not letting your customers play how they want isn't going to fix that. It certainly irritates the heck out of those of us that have other activities and are being told to play a certain schedule by the company we pay to provide entertainment.
I get charged the same amount whether I cap or lockout or not- so they don't need to tell me how much I can or can't progress unless they are charging for specific content and plan to refund me when I don't cap/lockout.
Last edited by ApolloGenX; 12-14-2013 at 06:55 AM.
I don't understand your math. Are you saying that I would run CT over and over until I geared out all of my classes? If I did that, and could get it done in 5 weeks, fine. That is not the norm. We shouldn't be optimizing for the minority.Most likely 5 pieces of gear per class in CT: 5 pieces * 6 sets / 4 bosses = 7 or item in each loot pool.
So you want to be done with CT in 5 weeks?
I will agree the loot lock needs to be less restrictive, but it still needs to give the players something to do for 3 months. Let's call it 13/14 weeks, 30 pieces of gear / 14 weeks = just over 2/week. 2 items a week or 72h loot lockout would work just fine. You are asking for the content to not last until 2.2 by asking for loot lock per class.
As it stands, between XM primals, Myth tome increase, and CT you'll be able to gear up a single job in full i80+ (avg i85 or better) in 5 weeks. That's plenty fast.
They're complaining? Working as intended.



What you pay for is a continually developing 'as-is' service, in which the onus on you is to decide whether or not the entertainment style is worth your payment. That's a hard fact that many forget.Compulsives are going to get mad and frustrated with roadblocks and quit, anyway. There is no design that will accommodate them. So not letting your customers play how they want isn't going to fix that. It certainly irritates the heck out of those of us that have other activities and are being told to play a certain schedule by the company we pay to provide entertainment.
You do not pay to make demands of the company to craft an entertainment exclusively for you, primarily because you are not the sole customer by which the entertainment is to be designed around.
I've already expressed my opinions in favor of the lockouts, with the standing feedback that people should be able to play coil without lockout. (Using the same loot lock as CT is using.) However out of those who express themselves on the forums, I am aware that my view is in the minority, and accept that. If they change it, that's their prerogative. If they change it, I'll gauge my entertainment value at that point.
However, I feel sufficient feedback has been expressed, and the answer has been provided. Typically I just tune out this sort of thing, but the idea of providing incentive to aid others NOT at the apex of endgame as part of getting access to endgame beyond the current lockouts was an idea I wanted to add to the table.
In my opinion, it's a fair compromise that helps balance player demands with developer concerns.

Yes, that's what I am saying, and no from a business standpoint it is not fine. They need the content to last at least 3 months in order to hold peoples attention until 2.2. As I said above, 2 pieces of gear per week would be optimal and land them right at the sweet spot, assuming you want all 6 sets of gear. Most people don't, so they reduced it to 1/week which will last 5 weeks per gear set.
Even if there were i80 accessories included in CT, most people wouldn't go for them since you can get 1 i90 each week from XM Primals and 1 i90 each week from Myth.

It seems clear to me that they released this game too early, the leveling is way too fast and uninteresting and there isn't enough content to keep people busy.
Here we are just a few months in and people have mostly completed everything there is to do. Right there you have a problem. A few months in normal players should just now be hitting level 50.
The lockouts are first of all normal in themepark MMOs and secondly they exist as a bandaid for lack of content/easy content (see above) and as a way to keep players, flavor of the monthers (you know who you are) who would otherwise move on to another MMO, in the game.
Don't like this? Well maybe encourage MMO developers to make leveling more challenging and interesting. This GOGOGO!!!1 get to max level in a week, rush to endgame and then whine is rubbish and you're only watering down the entire MMO genre. GG
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