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  1. #181
    Player
    CYoung187's Avatar
    Join Date
    Dec 2013
    Posts
    865
    Character
    Colman Meridius
    World
    Famfrit
    Main Class
    Goldsmith Lv 60
    I agree that lockouts are a good thing, but yes this system is bad. Players that don't have the time to be a part of a static might as well forget about coil. Find a way to lockout the loot and maybe give something else to those repeating. Don't just completely eliminate the content for the week.
    (0)

  2. #182
    Player BLaCKnBLu3B3RRY's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    978
    Character
    Motoko Kusanagi
    World
    Exodus
    Main Class
    White Mage Lv 71
    Quote Originally Posted by CYoung187 View Post
    I agree that lockouts are a good thing, but yes this system is bad. Players that don't have the time to be a part of a static might as well forget about coil. Find a way to lockout the loot and maybe give something else to those repeating. Don't just completely eliminate the content for the week.
    this. ^



    off-topic : is funny how quotes will count towards your character limit, but ONLY once you have passed your first initial 10 character limit limit. lol.
    (0)

  3. #183
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    /like

    my static died due to this very reason and now I'm out of one.
    (2)

  4. #184
    Player BLaCKnBLu3B3RRY's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    978
    Character
    Motoko Kusanagi
    World
    Exodus
    Main Class
    White Mage Lv 71
    Quote Originally Posted by Brainberry View Post
    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.

    it's not about the difficulty. people just want to be able to replay the instance as many times as they want. even if it means they won't get any loot.

    as someone else already said. if you are going to try to do the latest Coil raids. then there is a high likely-hood you will need to be part of a static. not everyone can actually be a part of a static group. which means those that ARE part of one can't help other players that aren't a part AND run the instance with their static in the same week.

    and those that are are tied down to playing that instance with a specific group and at a specific time. maybe they want to help a friend? maybe they want more practice?


    either way there are plenty of legit reason to remove the lockout for entry. for ENTRY not the loot.
    (5)

  5. #185
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    I agree with that. More practice is always a good thing. Lockout the loot to once a week and let people run as often as they want. It hurts no one, and could potentially help a lot of groups clear content that they wouldn't have been able to do otherwise. Eventually SE removed the time-based lockouts from Dynamis. They will do the right thing here as well. I'm actually a little surprised as to how much they are listening to the community.
    (2)

  6. #186
    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 ApolloGenX View Post
    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.
    Assuming something like the CT system were implemented now you're grinding a single encounter after the initial phase of progression. Especially if content beyond that is made "harder" the onus is on coordinated groups to grind gear for all 8 members before even considering alternate statics, FC pugs, what have you. I don't think you realize what you're necessarily asking for nor suggesting. Moreover, I don't see what would really change or be made better necessarily, nor would it actually help people who already have issues with time constraints.

    If you're suggesting something like world bosses... personally, I have zero interest in playing a game that is reliant on spawn timers. I suppose there's also encounters that could be gated by tokens but we're still talking about swapping out weekly locks for grind mechanisms.

    The FFXIV system really does lend itself to maintaining only one character, so I would be fine with anything to increase flexibility in that regard even if it can be a double edged sword. But I do know many people who maintain 2 separate characters to be able to raid more than once per reset, so I dunno.
    (2)

  7. #187
    Player
    Brainberry's Avatar
    Join Date
    Dec 2013
    Posts
    100
    Character
    Sertur Trauner
    World
    Balmung
    Main Class
    Archer Lv 60
    I'm just kidding guys, I hope all your dreams come to reality.

    Lets remove the small aspect of HC raiding and make this game 100% casual so it can cater to your schedules and needs.
    (0)

  8. #188
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Brainberry View Post
    I'm just kidding guys, I hope all your dreams come to reality.

    Lets remove the small aspect of HC raiding and make this game 100% casual so it can cater to your schedules and needs.
    I'm not advocating for removing difficulty. Just don't require a player to only be able to run on a specific, pre-determined time based on the last time they played the content. How does this at all affect hard core raiding?
    (4)

  9. #189
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Souljacker View Post
    I'm not advocating for removing difficulty. Just don't require a player to only be able to run on a specific, pre-determined time based on the last time they played the content. How does this at all affect hard core raiding?
    If anything a non lockout RNG and tokens system is more hardcore because you can run difficult content non stop, an entire day or a whole week if you want to, eventually enough times to get all of the gear drops faster than everyone and show em online, instead of the current system where you might have cleared Coil weekly since it launched but still gotten nothing for your main class. But I guess getting lucky on that single weekly drop and bragging about it is what kids today are into.
    (6)

  10. #190
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Roris View Post
    If anything a non lockout RNG and tokens system is more hardcore because you can run difficult content non stop, an entire day or a whole week if you want to, eventually enough times to get all of the gear drops faster than everyone and show em online, instead of the current system where you might have cleared Coil weekly since it launched but still gotten nothing for your main class. But I guess getting lucky on that single weekly drop and bragging about it is what kids today are into.
    It's funny because it seems like a few players would have you believe that it takes less skill to prove you can consistently win an encounter multiple times with multiple people and different party configurations in order to earn your drops via a token or CT system rather than joining a Turn 9 party getting a single win and getting lucky on a drop via RNG.
    (5)

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