Thats the thing. Since 2 weeks before 2.2 my late evening group broke up cause of real life and other issues. Since that I didn't got enough people together, that can be ingame 2-3 times a week the same time for at least 2 hours.
I gave it up last week to form that party.
T6 and 7 I have downed as a replacement in another party. This also was only possible, because they had these days enough time to wait for me. Some of these players do play the time I can too. Others mostly not.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
I think you need to re-read the post you quoted. "1 item/turn/week" in particular. For 6-9 that would be 4 pieces a week, and there's no more than 3 pieces for a given job in each turn. So it would actually take less time, only 3 weeks.
Thanks, I missed that 1 item/turn/week. Admittedly I was skimming with the belief people were asking for a CT level lockout. 1 item/turn/week would not be a good idea.
I do understand why the lockouts exist the way they do, however, they could just make it a weekly WIN lockout on loot. That is, when you clear a turn, no matter what loot drops and whether you win the loot, only your first weekly clear is allowed loot. You are then free to enter the same turn again and win again and again and again (say, to help friends, or your FC, or your static), but you cannot win loot.
This is the same as the daily reward on Roulettes -- you are free to clear the Roulette however many times you want in a day, but you only receive the extra bonus on the first win.
This way, people are still only getting one chance at loot per turn per week, but are also free to continue to enter and play the content if they so wish.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
I think it's funny how in earlier pages of this thread, people complain that removing the lock out would suddenly make people log in less.
News flash, I know several people and linkshells who log in to do their Coil 6-8, bang around at 9 one evening, and not log in at all for the rest of the week for any other purpose. Not even to socialise.
If people already aren't logging in at this point to do other content, then removing the lock out won't suddenly kill their urge to play.
Also on the above, I like the idea that your first win is a chance at loot, and a lock is put in place. That way the loot system is kept as it is which is good, but FC's and friends could get the numbers they need to fill in missing spots. This would also remove that pesky "can't do turn 6 at all if you skipped forward and started turn 7." Which I might add is a HORRIBLE system.
Except FFXI had excellent horizontal progression that allowed old content to stay relevant for years, making so people are actually encouraged to do it.
Yes, sorry.
Can't we ever get some original threads?
No, lockouts are staying for the ten pages worth of reasons already stated.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.