

The main problem is not about forced into statics, it is not allowing the ability to do the said coil again to help others in the FC/friendlist/LS that is bad.I don't understand how it can be so detrimental if so many other MMOs are also successful while utilizing similar weekly raid lockouts.
That said, I would not be against letting a player pick the turn they want (once a week) in any order they want, after they have cleared the prerequisite turns once.
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But this is... common for MMO "end" raids. If it were really so bad, you would see more MMOs phasing out such lockouts on even the highest tier content.
Exactly.
Last edited by Duuude007; 06-18-2014 at 06:02 PM.
but your forgetting that this game is 99% jump rope. In other MMO's you can pretty much rotate players around without worrying too much about failures.
Does that make it fine? Lock out loot but not the option for me to help my friends during the weekend. Can't you see how bad this is for building a community? It forces fragmentation in a FC for no reason whatsoever. "because others do it too" is not a good reason.


His point and mine was that these prophetic warnings of community destruction in raiding mmos happen all the time and have yet to materialize, making these complaints look like nothing but hot air. I would even say that threads like these are the symptoms of good challenging raids, and SE should continue doing good work. In fact I'm going to repost this again because people keep on forgetting that the inability to help other groups is something Yoshida is aware of and it is absolutely working as intended.
http://www.bluegartr.com/threads/120873-F.A.T.E.-in-Tokyo-%284-26-4-27%29-Translations
Attendee: With the one week lockouts on all of the end-game content, I feel like the armoury system is completely useless.
Yoshida: With the second coil, it's set up so your progress is saved and reset each week, with the idea being that you challenge it on your main job and take rewards for that job, and only take rewards for other jobs once other players dont need them. Are you talking about the fact that your job choice is limited?
Attendee: Honestly, it's not even so much about the rewards, I'd just like to participate in it again.
Yoshida: Hm?
Attendee: Once I clear the content in one week, I'd like to be able to at least try on another job.
Yoshida: You mean in the sense that you can help other people. In that case, our concern is that by being able to excessively help other people by going around with groups that can't clear the content on their own yet, the hierarchy of the more and more powerful items would be broken too quickly. We worry about this and this and the development team does understand the current circumstances. It's really a difficult question to answer, but that's why we've chosen our current policy and we'll continue to mitigate it in stages.
Topic here is T5 not SCoB, so yes, you ARE able to help your buddies...
For SCoB... I accept the Lockout and this system is widely accepted, i don´t know it otherway...
And IMHO - it would be a bad idea otherwise...
Never a mind was changed on an internet board, no matter how good your arguments are...


...why? I mean, CT has a loot lockout restriction without the team restriction, which kind of proves how they could've done coil in a similar way. One thing I've always disagreed with is their method of getting people invested. To be honest, turns 1-5 never appealed to me specifically BECAUSE of this restriction, and now the latter turns are doing the same thing. By the time I was able to do coil freely I had already picked up full i90 gear and the appeal of running it had vanished.
More people might actually bother to do the coil of bahamut if this silly restriction was removed. There is quite literally no reason for it to exist other than to annoy players. If it's some strange method of 'gating' content, then it fails because you can still join higher turns as long as the party leader has been there already.
It work´s, because it doesn´t drop highest level gear... that´s totally ok, time and loot was introduced basically to gear up for Coil...
But think of this... you could get 1 Loot/Person/Week out of SCoB now.
People would farm their respective Turn´s until they are done, then go forth pulling people through it for sells the rest of the week...
Sure, it´s quite a psychological thing, but there should be at least some content which should be an achievment and a challenge, where you can sit back afterwards and have a feeling of something accomplished...
Call me elitism on that, but I would feel pretty disapointed when i know that the i110 Gear I earned is worn by a guy dumping 6$ at a RMT and then getting carried through by a better geared and experienced party...
Never a mind was changed on an internet board, no matter how good your arguments are...



I don't think so. I know if I get the piece of gear I needed from turn 1 for the week and I'm locked for turns 2~4, I'm not going back in. It's the same with CT. You get in, get your weekly loot, go back next week.More people might actually bother to do the coil of bahamut if this silly restriction was removed. There is quite literally no reason for it to exist other than to annoy players. If it's some strange method of 'gating' content, then it fails because you can still join higher turns as long as the party leader has been there already.
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