


You could have just said, "I don't know.".I understand I want to play with my friends. I understand if one my friend ask me "wanna clear T6 together?" I can tell him "Yeah, sure, let me help ya". I understand that I want to log in during the weekend look at PF without feeling depressed because "Oh.. cannot join that. A shame, I would have liked to try T7 as a SMN once. but lockout!." I understand some people are willing to feed on any bullshit SE gives them, even if the game turns into a 8-men game.
If the prices to pay is to have people sell T6-9 to casual then let them have, who gives a shiet.
The alternative is, never beat anything. Hard choice.The only reason the lockout system is the way it is today is to promote static groups. The problem is that forming a static group is a job that requires a ton of work... which isn't all that fun.
Step 1: Advertise, advertise, advertise...
Step 2: Weed out any candidates who aren't fit for the runs.
Step 3: Repeat steps 1 and 2 until group is created.
Step 4: Base plan for progression on the ability and schedules of the current players. Be prepared for disappointment, because its always slower than anyone initially expected.
Step 5: Replace any members who fail to show up on time repeatedly...
Steps keep going on and on. You essentially become a boss and have to make painful decisions on who stays and who doesn't. The process forces the raid leader to throw a chunk of his humanity out the window because he has to be an asshole to a lot of people to make the static work.
Frankly, after ten years of it, I think I'm done. I don't want to play a game where I have to do that to people again.
Last edited by Exstal; 08-06-2014 at 08:51 AM.
And this is what I'm talking about. You are implying that treating others purely as tools for the acquisition of a few virtual items-- that the quest to be the first person at the front of the gear treadmill totally justifies walking over other's backs to get there. Its despicable behavior and shouldn't be tolerated, let alone encouraged in an MMORPG where you are supposed to be working constructively with other people.
This is why so few people raid. Its has nothing to do with skill and has everything to do with being a decent human being, which is worth a ton more than a few virtual items whose value will be depreciated as is the status quo in vertical progression theme parks. You just haven't played these games long enough to see that yet.
Last edited by Fendred; 08-06-2014 at 09:33 AM.



You're right, I haven't played any games with pure vertical progression. Yet I don't really care about this foolish notion about "decent human being". I think it's irrelevant to the topic. If people are holding you back, you get rid of them or you leave yourself. It's not fun to lose 100% of the time. Might be fun for the first 80% but then frustration kicks in and one must remedy the situation.This is why so few people raid. Its has nothing to do with skill and has everything to do with being a decent human being, which is worth a ton more than a few virtual items whose value will be depreciated as is the status quo in vertical progression theme parks. You just haven't played these games long enough to see that yet.
Although, after you've defeated a turn, you can just go with other people the following week. That's assuming you actually care about the gear and only about the experience.
I will always defend lockout if it prevents percentage drops from end-game like in other games. I'm, and more than likely others, are not keen on fighting a boss for 12 minutes and it dropping nothing but gil. But you continue to fight against lockouts if you're in favour of that kind of thing. But I'll give you, and that other guy, the reason since you seem to ignore it. Lockouts are logical where there are multiple raids. Currently FFXIV does not have such a thing so it seems that the lockout method is pretty foolish. However, it's teaching everyone that lockouts are a part of the game and it will happen until the game dies. So it leads to imply that SE will make multiple raids all with their own timed lockouts and then it'll make sense. Since this game is apparently like World of Warcraft, that seems to be the system they will use. Until they change it so the chests are akin to chests in the current expert dungeons, with a high chance to drop crafting mats and low chance for gear, I hope the lockout stays.
So here the reason why I've arrived at the conclusions I have. I come from Aion Online. There was lockouts there, no one minded them because there was something else that had many more people's attention: PvP. In the current patch of 4.5.2, there are a myriad of instances with varying lockout timers. They used to be much longer in 4.0.3, some ranging for 2 days to 7 days, but since PvP took up much more of a focus than PvE there was no qualms about the lockout and who you went with. The issue in that game, however, was succeed or fail, you always get lockout out of the instance. This was ontop of the fact that item drop rate was a low percentage, and then getting the item you wanted was akin to what we have now. 6 months later, they lowered the time between lockouts so more people could access them. Funny how that's the same road map as SE, don't you think? Basically, I'm not stranger to lockouts, I'm not delusional enough to believe that they are there for no reason (which some people give the impression of), and this is my last post regarding this matter. I'm not going to convince die-hard anti-lockout people, this is only an informational for on-lookers who are sitting on the fence not sure what side to choose, or simply not informed.
Aside: I've asked in-game and there are very few people, on Behemoth, who think removing lockouts is a good idea so it must be a vocal minority who want them removed.
Last edited by Exstal; 08-06-2014 at 02:00 PM.



Why you gotta strawman me, bro?
Context is hard.
Last edited by Exstal; 08-06-2014 at 03:19 PM.
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