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  1. #171
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Exstal View Post
    It has been said many times this is not a valid solution. The only solution is; Loot isn't 100% guaranteed (think bad drop rates 20% for actual gears, 75% for semi-rare crafting materials, 5% nothing). That's what happens in games that have no lockout, you have to *grind* those instances to get more gear.
    It's funny you say that because here's part of something a posted in a similar thread to this one:

    Quote Originally Posted by Ryel View Post
    the argument could be made that coil has worse RNG luck than some of the stuff designed circa Tanaka era because at least Tanaka's 1% drop rates didn't prevent you from doing the content at all for an entire week for another shot at the gear, in addition to forcing a static 8 person party to do it with.

    And before it's brought up, yeah RNG works BOTH ways, there are just as many groups swimming in gear as there are those who STILL haven't seen certain drops since the content was introduced.

    Ideally i would love for the brutal mode they've mentioned to be the standard with no weekly lockout and a drop system similar to Garuda's token system during 1.0, one where it had an RNG chance to drop gear and a GUARANTEED chance to drop tokens which could be redeemed for gear.
    This was a system that was in this game before and probably would have worked to great effect here.

    Or as other people have posted numerous times CT lockout could have worked as well
    (2)
    Last edited by Ryel; 06-28-2014 at 01:13 AM.

  2. #172
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    I think a better idea would be if Brutal Coil had no lockout, no tokens and 10% to drop gear. However, you can have weekly lockout coil that drops the tokens (like soldiery) to buy Allagan gear. Thus if people want to run Coil, they'll have deal with hard mode, or just plow through the token version then spend rest of the week trying out brutal.

    Or as other people have posted numerous times CT lockout could have worked as well
    CT lockout is just as bad really. Naoki doesn't want people to be allowed to simply carry other people through Coil multiple times to get gear. He wants a gear gap between those who have the time and skill to win Coil every week versus those who have one or neither of those. CT gear lockout works because it isn't end-game. It's alt farming (or catching up for new players).
    (0)
    Last edited by Exstal; 06-28-2014 at 01:44 AM.

  3. #173
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    I probably wouldn't have an issue with that personally
    (1)

  4. #174
    Player BLaCKnBLu3B3RRY's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    978
    Character
    Motoko Kusanagi
    World
    Exodus
    Main Class
    White Mage Lv 71
    100% agree. currency/drops/loot lockouts are essential. but being locked out of the instance all together is silly. if you already ran it once for the week then just make the rest of their runs dry. that player won't get ANYTHING. gil, exp, special currency, drops or any other kind of loot. but they shouldn't be prevented from playing the instance all together.

    maybe a group only won through a clutch situation. maybe it wasn't a smooth run. maybe they want to practice it some more.
    (4)

  5. #175
    Player
    Mattiux's Avatar
    Join Date
    Dec 2013
    Posts
    88
    Character
    Mattiux Black
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Exstal View Post
    snip.
    You can avoid the problem with a different lockout than the CT one, just put a flag on the clear. The player can roll on the loot only the first time he close it up.
    (2)

  6. #176
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Brainberry View Post
    You can do the content, seems like you're the one crying about the design here.

    There is absolutely nothing stopping you but your own stroller. Just be patient, once they release new turns the current lockout will be removed and nerfed so you can farm to your hearts content. If its the gear you desire, which it probably is, then play the game the way the rest of us did.
    No thanks.

    When 2.4 comes I will have no interest in current Coil, I will be looking to do the next Coil. I've no interest in nerfed content and I highly doubt I will need the gear by then because any slots not i110 via HA will have come via soldiery upgrades.

    Playing the game 7 months behind the patch schedule is NOT a solution to Coil lockout being terrible. When finding a solid group that fits around your life is the hardest part of the game there's something seriously wrong with that game.

    Make the content hard, not the entry requirements.

    My solution would be to remove the lockout and make the content harder. Make it so you can only obtain one piece of loot per week from Coil (all turns combined). So what if a pro will fully gear after 10 weeks, that's almost half way through the content cycle and they can work on a second job. Most people wouldn't gear that fast because most people don't have all turns on farm within a week of the patch.
    (5)
    FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

  7. #177
    Player
    gti443's Avatar
    Join Date
    Aug 2013
    Posts
    60
    Character
    Amphelice Shepard
    World
    Siren
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Exstal View Post
    It has been said many times this is not a valid solution. The only solution is; Loot isn't 100% guaranteed (think bad drop rates 20% for actual gears, 75% for semi-rare crafting materials, 5% nothing). That's what happens in games that have no lockout, you have to *grind* those instances to get more gear.
    This. Every suggestion I'm seeing so far is lending itself to a return to grindy mechanics.

    The only way I could really see the current system being expanded without having things turn into a grindfest is by having lockouts occur by job, with alt gear effectively becoming unobtainable. I could be on board with something like that if it could and were to be implemented.
    (0)

  8. #178
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by gti443 View Post
    This. Every suggestion I'm seeing so far is lending itself to a return to grindy mechanics.
    It's a grind either way... either weekly grind.. nightly grind whatever.

    With the itemization issue already mentioned, you are essentially stuck grinding one instance. If itemization was broader, you might have the option to run different instances/zones and have an actual raid calendar. With large scale raids, you might have server pickup raiding happening.

    Right now, everything is on lock down- itemization, viable raid instances, number of raiders, frequency of attempts. Everything. It's gaming on rails, and it really puts the entire experience focus on getting a drop, rather than completing content, diversity in content, diversity in mechanics, diversity in group sizes.... or really any diversity. It's a rigid system. You play how, where, and when they want you to play.
    (1)
    Last edited by ApolloGenX; 06-28-2014 at 03:32 AM.

  9. #179
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    The real solution is removing the lockout and adding an RNG system that also rewards guaranteed tokens each run, for example a 1-10% drop rate on a weapon in T9 but after 30 or so clears you can buy one of the weapons, or a 10-20% drop rate on gear and after about 20 clears you can buy a piece of gear from that turn. It's different from the current tomes system because that grants tomes from a variety of other content not necessarily related to that content's loot drop table, where as the solution would reward Coil specific tokens obtained only from running it.

    It's been mentioned a lot previously, it's the Garuda token system from 1.0 that a lot of people expected would be implemented and expanded upon because it was a good system that worked great, yet it was thrown out like a lot of good things from the previous version. It's still a grind but you are guaranteed something after a certain amount of clears which still require the same amount of effort, and also has far more freedom than being at the mercy of whatever drops each week and you aren't limited in who you can do the content with.
    (3)

  10. #180
    Player
    Brainberry's Avatar
    Join Date
    Dec 2013
    Posts
    100
    Character
    Sertur Trauner
    World
    Balmung
    Main Class
    Archer Lv 60
    Man, are you guys really saying to make coil harder and remove the lockout out? lol you can't even beat it as is. So much denial, just keep it real and admit you want a carry.

    You weathered animus players are hilarious.
    (1)

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