if the point is to let people that cleared coil to help people that haven't, then just make sure that the veteran player can go back to previous coils and have no right to any loot.


if the point is to let people that cleared coil to help people that haven't, then just make sure that the veteran player can go back to previous coils and have no right to any loot.
I like but also dislike the Idea.
Even if someone from a static drops out, you could still go raiding with a replacement from another team.
This isn´t possible because of lockout.
But without lockout you would be seeing people buying these runs again.
Right now noone can really do this because most of the people still need their gear.
So without lockout, people could just rerun it after obtaining their gear and get people through the content.
And everyone should know that its easier with a team that downed it +1 than a new team.

I wouldn't be opposed to allowing players who have already completed turns in SCoB to help friends/randoms out with SCoB with say, a limit on not being able to lot on gear.
I would be opposed to this being allowed then high end LS/FC selling clears for players.
"CAN'T HAVE ONE WITHOUT THE O~THER."
XI - Darkshade - ShivaXIV - Shade Highwind - Figaro


If you could get 1 item/turn/week, you could get full set in 1month...that's to fast.
If you could do any turn, any day of the week, you could quite easily carry ppl through, one at a time, then coil would be to easy. And you could gear up everyone in your FC, with HA gear, in a month or 2.
If you can't get more than 1item/week, you'll see that one item you been looking for, for weeks....disappear, cause no one rolled on it. Or that DRG spear goes to a healer that don't even have DRG; they just rolled, cause they could, and then you won't see it again, for months.
They will eventually remove the lock-out, like they did with 1st coil, and Labyrinth.
But i do agree, I'm in a static T9 group, and because of that i can't help FC. In order to help, i'd need to cap an alt char, and for that you need standard subscription.
I'd say the only way one could "remove" the coil is if they imposed the following. "Only a max of two players can re-enter coil if they alrdy completed it" AKA basically 6 players have to of not completed the dungeon while they can bring along two members that may have already done the dungeons.
This would allow larger FC with mismatched numbers to bring other along but it would have to work like this.
Throwing out a random number like 30. So with 30 you have 3 full groups with 6 leftover.
Now with those 6 they can form a part and bring along two people that alrdy completed the dungeon but those 2 people can't lot on the gear.
The reason why I would impose 2 is because I think 2 is the fairest amount to limit the exploit of attempting to gear up faster and it's a logical number in terms of people that need to get coil done compared to those who already have it done. Making it a 50/50 split would just cause it to be exploited so then the real question is if you were ok with not being able to lot on the piece of gear that drops would you still do coil?
Basically what I'm trying to propose is this.
-Coil lockout stays
-6 players must still need to complete the coil stage in order to do it
-2 players that already completed the dungeon can help
-Said 2 players can not lot on any piece of gear that drops





I want to just babble about a loot system for coil that I have in my head. The goal is to have a loot lockout instead of the current lockout while not giving out too many pieces to everyone, which is the reason why some people are against loot lockout for coil. I'm not entirely convinced that it's the right way to go and you can tell me what you think.
Well, if we look at the loot gained per week, it's 8 people and 2 pieces each week from 1 turn. It would take 4 weeks to get 8 pieces that goes to whichever lucky player/players from that 1 turn. So if there's a win token system (you can win multiple times a week but you can only get one win token from 1 turn a week), they can make it so that you need 4 wins in 4 weeks to exchange it for 1 piece of gear. While it'll technically will let 8 people to get 1 gear each every 4 weeks, it'll stagger the gear gains of the group. Suppose that the average coil group can go up to turn 8 each week and win and then give up on turn 9, they'd need to win it for 4 weeks straight without any new gear from coil and then at the end of the 4th week, suddenly every player in the group gains 3 pieces of coil gear, possibly a whopping 6 item levels.
I suppose we can stagger and separate the exchanges into tiers and have t6 token, t7 token and t8 token and then have t6 only need 3 win tokens to be exchanged for gear, t7 4 tokens, t8 5 tokens. But would that take too long, considering most groups dont start winning t6-t8 in one week? We also probably need to reshuffle the loot tables. Should a body piece still have the same weight in tokens as a ring? What about tome, oil, and sand? Outside of t9, you get 8 of these in...8 weeks. Do they need to be tokenized too? What about t9 itself? It's THE fight to beat for most people, should it stay the same or tokenized too? Personally I don't think it should.
Still, this'll allow more than just multiples of 8 to gear up in coil..if the core group is willing to help out other players in the FC to get a weekly win, that is. Would that be considered a carry? Even if the members pull their weight? Would a 'core group' notion even exist still? Should there be more lower tier rewards for people who already has their win token for the week to help out the other FC members considering it's a hardcore content and you might not one shot it or have clashing schedules? Just loads of myth? Would that even be enough? Would it be seen as shirking from their FC 'duties' if they decide to bail out after their own win? Is this not exchanging a type of player dispute for another?
Last edited by Gardes; 06-23-2014 at 06:43 PM.
I personally don't agree with removing progression lockout for SCoB. I feel that this content is designed to allow for progression content raiders to learn and grow as a group and optimize upgrading members who need it the most to allow for the content to not date itself by the time new content is added.
I can understand how some users want to help out their fellow FC members/friends as this content isn't as important to them anymore, but understand that as current content, the main focus is to allow static groups to progress together. Once the content has become outdated, the lockouts are removed to allow for more casual players to experience the content and progress without the need for a full dedicated group.
My current static group hasn't made much progress, we started very late, as we weren't fully formed for a while after the content was introduced, after some minor issues with various members, people unfortunately were replaced, and now we are still looking for one member. However, we aren't exactly doing much to look for a new member as much as we should.
Understanding this position, it would be ideal for someone in a current static who has progressed through the content that wants to help fill a few slots. I feel, however, it's more important for us to fill this position ourselves with someone that will be able to progress with us and build group synergy. I value progression as a raid group is more important than getting through content as fast as possible.
However, I understand that not all players value this sort of progression, and are more interested in just clearing content as fast as possible and this lockout is getting in the way of this. I think it should be understood that players who aren't able to fill each slot of a static group are casual raiders, and aren't the primary focus of the current content until the lockouts are removed with the introduction of new content.
With the Brutal version of SCoB coming out, as well as the new Crystal Tower, current static will be challenging themselves each week with this new mode, and everyone (casual or not) will be looking to upgrade their weathered gear as well as gear up other classes with Crystal Tower, and with the tomestone and sands/oils of time being dropped in CT, players don't need to run SCoB to upgrade their gear.
Sorry for the longer message, understand that this is only my opinion, and many of you may not value my point of view. Please understand that I mean no disrespect to you or your opinions, and simply wanted to voice my own opinion on the subject.
Last edited by LeonBlade; 06-23-2014 at 06:55 PM. Reason: Character limit.
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