It still makes me laugh that people act like this is something new, it isnt. NEARLY EVERY MMO has this, they all restrict how many times you can run high end dungeons, and they all have caps on currency that buys high end gear, and if they dont they have that 1% drop rate system.
The worst part about weekly lock out is you can only enter with only 1 group of people. This eliminates the option to help out your FC and progress as a mass, and in my situation the ONE group I run with doesn't include ANYONE from my FC due to the great restriction taking place or simply PUGing with absolute strangers if you can't get a solid static. I have done both, neither seem to work out all that well when trying to schedule time to play with friends AND gearing up efficiently. I have to choose one or the other and that's not just a simple matter of I can't do both at the same time or "kill two birds with one stone". It's literally if I choose one then the other is impossible until the following week.
There needs to be some restriction to gear/rewards, and I'll say weekly lockout may be better than 1% drop rates but it really takes out the importance of having a social aspect of the game (particularly when pairing up hardcore players with casual players) as well as being part of a larger group such as a FC. I can't play with any casual friends just for fun in content I'm interested in or it will ruin my static. I can't help my FC members because I can't re-enter the fight or because that will also ruin my static. Basically at EG (End Game) I only play with 7 other players once a week and then I'm done due to restrictions.
Also, there isn't any content you can participate with more than 8 players from your FC at once. This with the weekly lockout really damages the need of a FC. I rarely do anything with my FC due to both of these since I can just join a PUG at a faster rate, often with more experienced players.
Rewards need to be restricted not friends or how we play the game.
Last edited by OmegaNovaios; 03-11-2014 at 06:30 AM.
Oh this thread again.
I'll say what I said there - it's intentional and it serves the purpose it is used for - to restrict the highest ilv gear the most.
The player lockout is also intentionl, as opposed to making it a gear lockout like CT, as with a player lockout one cannot repeat content each week until they get the loot they desire, and there is little to no incentive to sell runs until the content has been on farm for a very long time.
If Turns 6-9 don't release with a player lockout like turns 1-5 currently have, let's be real here... coil sales for them will begin very shortly after the first clears.
Wanna help your friends who are unable to be a part of a competitive static for the highest ilv content? Help farm earlier turns with them and get them geared. Otherwise, help them find/form a static. Level an alt if you're so inclined to help. People do that sort of thing. However, do not expect them to ease the conditions for obtaining the highest ilv gear in a patch. It is designed so that very few people are able to clear it.
Remember when Yoshi-P said they expected less than 100 people to clear Twintania before patch 2.1? Yeah. That's the plan. It's intended. It's enforced both via difficulty in content, and a player lockout so that once people clear they don't get to sell runs and carry a bunch of people through it.
Guess why we also get tomes from dungeons/raids...What I'm saying is that in a game where progression is measured by your stats (gear), it's incredibly disheartening to see no progression after months solely due to RNG. The point is that CT's loot method keeps the RNG factor while reducing the frustration of hitting a brick wall.
Everyone seems to be assuming that with multiple chances, you'll be guaranteed to get a drop. It doesn't work that way unless you have 40+ hours a week to spend on here.
So we can gear up even if RNG screws us over.
I think the coil lockout system is poorly designed because it forces people into statics and leaves people out by design, notably DPS because there's less than one tank for every 2 DPS that wants to do coil in any given server.
But I guess they don't want people selling coil runs...
That is what we are doing in my fc. I don't like having to do the story quest all over again and I think it is silly that is the only way around it, but we are doing that to help each other out.
Wanna help your friends who are unable to be a part of a competitive static for the highest ilv content? Help farm earlier turns with them and get them geared. Otherwise, help them find/form a static. Level an alt if you're so inclined to help. People do that sort of thing.
And the only reason is because of being short players in an 8-man group. Someone had a baby, someone loses internet, someone quits . . . etc. Gets others left out of coil.
Last edited by Alipoprocks; 03-11-2014 at 07:24 AM.
I'll copy and paste the exact same thing I posted in a thread discussing the exact same topic a week ago.
This will literally never ever happen so I don't know why people keep bringing it up.
Caps are in place for a reason, because without them people will chain run 4-mans until they become physically ill and will be geared out in full i120 two weeks into the patch. Then they've got 5 and a half months until a new raid tier comes out with no character progression to work towards. Use your imagine to figure out what this will do to retention rates.
Caps stink but they're here to stay unless Square Enix can figure out the magic secret to developing new raid tiers every three weeks. Considering not even the mighty Blizzard can do this, I think it's safe to say the current content release schedule will be maintained.
coil needs to be like CT. Run it as many times as you want but 1 loot per week. you may have to run coil 10 15 times a week before you see what you want. which is fine.
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