It would be nice to see a reward system like they implemented late in 11 that helped revived it a little. every time you do a turn and don't get a drop you CAN get 1 token set to your job. after 4 tokens you trade it in for piece of gear from that turn. It gives you the option to take the token when you exit the turn and you can only get 1 token per week(1 token per coil not turn). this way you are at least promised 1 piece of HA gear a month where as right now I know people clearing t6/7 since launch and have 0-1 piece of HA while some pieces are flooring bc everyone has them. The second a piece of HA hits the floor the lock out and loot system becomes a danger and a harm to the game and the players. Deterring players from continuing to do the dungeon because, well their is no point, gear is hitting the floor, and the group/player is literally wasting time.It would be nice if a piece got passed by all players it is replaced in the lot pool with turn x gear token(even if it still a bard token). This token does not count against your 1 weekly token). They have a system very similar to this in 11 and really helped players participate in more fights. This would keep from pieces being wasted and players hating the dungeon because of stuff like this. We saw the same problem in coil 1 with groups having everyone have all the drg gear drops from the turn 1 and still missing tones of pieces they actually need.
Last edited by Urielparadox; 07-04-2014 at 02:25 AM.
You can still help them without beating it...if you truly did care about "helping" other people you can by going through it with them w/o actually beating the turn. You can take them through phases so they can be better prepared when they go on their kill run. The lockout doesnt prevent you from helping unless YOU lock yourself out, which would be on you because if you're really about helping you would do that first before your clear.
Being organized is a big part of the end game, its not rocket science unless you make it that way.
Lockouts will only be removed when new turns are released and its a great system that shouldn't change.
Last edited by Brainberry; 07-04-2014 at 02:41 AM.
Don't see what the big deal is. It's good sometimes, you can experience other people in coil and get back-ups for later down the rd. One of our dps is on vacation till the 14th, we've cleared coil just fine. We haven't beaten t9 because we have only gotten to practice like 4 days in the last month. Due to people not making it or not having time. Again, it's all how you take it. I try not to take it so personally. Honestly I don't see why people get so worked up. I would rather risk it with randoms then only get 1 piece of gear a week...
Suffice to say this is a dead-horse thread.. the topic has come up plenty of times and I can't see them changing it any time soon (i.e the newest content will always revolve around lockouts that get removed once it superseded ala BCoB).
Not saying its sunshine and roses, but it allows for some down time if/when you get the locked content on farm.
Personally I'll wind back up on CT2 most weeks until 2.4 as I don't expect getting the drops I want in a single run every week x my main + alt to farm for.
Last edited by Ruethryl; 07-04-2014 at 02:55 AM.
This has been an ongoing issue since first coil was introduced, the only way the debate is going to make any headway is by continuing to show the community reps and the dev team that this is a serious issue regarding community play and the overall longevity of the game.
Listed below are a number of threads that have been brought up over time either started by this issue directly, or have mentioned / talked about it in length if anyone still feels that this is a small subset or minority voice in the community speaking up about this i implore you to take some time and go through some of these threads.
No matter which side of the debate you may be on i implore you to take a look and see that this isn't a handful of people repeating the same things, this is a problem that has shown itself to be detrimental to the community.
This isn't people asking for carries or selling runs this is a large number of people wanting desperately to play with the friends they've made in Linkshells and Free Companies.
By the way i should mention that these are threads from ONLY the NA forums i assure you we are not the only community here posting about this.
Dear SE Yoshi etc remove Coil lock outs. Right now.
Another they quit thread
Current State of End Game Contents A Blog Post from A Japanese Player
A letter to Yoshida and the development staff of ARR
Lockouts vs Droprates Pros Cons Comparisons and Discussion.
Coil Turns 6-9
All this talk about community...
The Binding Coil Issues 2.0
Lockouts
The problem with content lockouts
Request to Modify Coil Entry
No static No gear
Someone more knowledgeable offer some enlightenment please
In need of alternative endgame content
Why is Coil so Cruel
Change Coil lockout mechanics
Binding Coil Lockout
The Binding Coil of Bahamut T1-T9 Thoughts
Weekly locking out needs to be removed from all the future content
A recommendation on the BCoB weekly lockout.
Player Lockouts for T6 T9
Regardless of any single person's opinion on this matter a lot of people in this community have long since spoken or are beginning to speak up on this and it's quite vocal that many do not like the current way Coil lockouts are being handled, i've seen more threads created on this single issue than any other on the forums with the possible exception of same sex marriage since 2.0 has gone live.
Last edited by Ryel; 07-04-2014 at 04:20 AM.
To be completely honest, absolutely not.
They've found the way they're comfortable doing things, and it's been shown to be acceptable by the overall playerbase. The demand here on these forums isn't enough to begin making them consider changing the way they do things (ie: adding Echo and removing lock once the next phase releases, to push people through).
While I am personally for the point you mentioned in your second paragraph, nothing is going to change unless there is an intense spike in demand on these forums and an abrupt change in what the playerbase is doing in-game.
Last edited by ShinkuTachi; 07-04-2014 at 03:06 AM.
It's not that they're not able to partake in the content. It's that they're not able to partake in the content *right now*. There were plenty of people who never did CoB in 2.1; 2.2 lands, and now they're doing the content. The absolute endgame is not casual content nor should it be; *eventually* it will become casual content (I expect the devs will start applying Echo to the absolute final coil before the xpac comes out so that casuals can get in there before it's rendered redundant by the increased level cap and gear inflation), but, it's only exclusive content for a limited time.
The problem with your suggestion is that, even if people are selling SCoB runs already, groups would be able to sell more than one SCoB run per week. As it stands, SCoB runs are a limited resource; your suggestion would turn them into an unlimited resource to be exploited even *if* people aren't getting loot out of it.
About the only way I could see it working would be if you can bring in someone who has already completed it by turning it into a "practice" version of the instance (or bringing in someone who's already beaten it turns it into a practice version of the instance) where a kill doesn't count (the boss barrier on the back doesn't fall) and no one gets loot. It would help you teach people how to do the run (which is what most people want when helping their friends) without allowing for selling the runs.
|
![]() |
![]() |
![]() |
|