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  1. #41
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by StrejdaTom View Post
    Fortunately after 1 month searching I finally have static and progress T7. Also this game has nice catchup mechanics, got i86-i100, atma and animus in one month. If there werent catchup patches I wont be even able to come back.
    They shouldn't be trying to do heavy vertical progression like this to begin with. It leads to a lot of commonly known issues that cannot be reasonably resolved without an over-bloated development budget. They should be fighting the urge to raise item levels and character levels as much as possible so they could focus on enriching their end game experience with more options. Plus, progressing horizontally forces the game to play more like an RPG because the thing that would keep you from raiding isn't your stats, but progress in some storyline. It makes a world of difference.
    (7)

  2. #42
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ispano View Post
    snip
    EQ Classic... AC... UO... The Realm....

    Lockouts have one purpose and that is to slow certain types of progression. This prevents us from grinding Beastman reputation overnight. This prevents us from grinding levequests endlessly. This prevents us from grinding certain things and progressing at a rate the developers are not comfortable with. They have their purpose, especially in cases where a good portion of your audience plays 4-12hrs a day, 7 days a week. These folks would literally have nothing to do if such lockouts didn't exist. So yes, they serve their purpose. However, almost everything that a player would want to do has some sort of lockout/timer associated with it.... Maps, levequests, beastman quests, roulettes, CT loot, Coil, Hunts, Challenge Log, Currency caps, etc... <---- pretty much most of the game's activities.

    Because of all of these, the developers had to put in an actual GUI to show us exactly what we're allowed to do at any given moment. Each patch adds at least one more thing to that list. Instead, why not create one mechanic - which they already have in the form of levequest allowances - and let us over indulge until we run out. Want to run coil again this week? You can by using up some of your allowances. Want to do extra beastman quests today? They'll now cost you allowances. Want to do an extra high level roulette today? They'll now cost you allowances.
    (1)
    Last edited by rwyan; 08-31-2014 at 11:32 PM.

  3. #43
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Tiraelina View Post
    How many of those let and encourage you to have everything consolidated to 1 character? Barely a handful maybe? Ignoring it isn't going to make it go away as much as SE seems like they want it to. I don't know why anyone is overly concerned someone might be able to gear more than 1 or 2 jobs before the next tier/nerfs.

    They also didn't have lockouts before. It was largely respawn timers and/or rare drops.
    It's already been said, the main reason we have these lockouts. The devs, and many people agree, that the gear from said content should only be for a certain group of players. At least while the content is still top tier. Removing the lockout breaks that, and makes it far more difficult to balance out so that not too many people clear while it's fresh. Because that's what it would lead too. Carrying. And they've already said they want to keep that to a minimum, regardless of you or some other random forum poster caring about carries or not. Because carrying on a larger scale than we have now, will make the gear too common.

    And that's the intent. They want to limit the people who can get through and gear from Second Coil, at least until 2.4 hits. You may not like it, you may disagree. And it doesn't really matter. As people have said in other threads, not all content is for everyone. It's designed for a certain group to have their shot at it first. Once the next tier comes out, the restrictions are removed and/or eased. But until then, it's not designed for everyone. A game that is designed to cater to everyone, does not mean make it so everyone can do everything, all the time. It means there are things for all the different types to do, and that some of those just might not be for you.
    (0)

  4. #44
    Player
    Blindheart's Avatar
    Join Date
    Aug 2013
    Posts
    388
    Character
    Sesile Kokoro
    World
    Hyperion
    Main Class
    Lancer Lv 100
    Sounds like its time for more guildhests... They are basically mechanic training missions, and they have added a lot of new mechanics since game was released but no new guildhests to teach them. Would be a very simple thing to add to main storyline instead of the silly "fetch" quests.Example,"Oh hey adventurer, your pretty awesome,but I ran into this creature with this ability, I can show it to you" and then the guildhest is some normal people in crazy costumes (new glamors) that act out some of the harder mechanics while trying to kill you, you do this over and over and then win.Maybe have different levels of these guys training you where they start adding in 2nd or 3rd mechanics to change it up.And definitely add training for any insta-death skill that don't actually kill you. Just resets bosses health and makes you repeat that mechanic till you get it right for the win.Also make it so people can change classes within these training missions so people can practice different classes.
    (1)

  5. #45
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    My question is why the developers want to make coil the way it is? Just about every other game that includes content like coil does so via optional bosses that often appear in the same area as a standard boss, only they are unlocked once certain conditions are met. These optional bosses are also generally used as teasers towards future development in the game rather than providing crucial lore in the game world so players who are playing for the story more than the challenge don't feel like they are being left in the dust.

    As a comment on the lockout discussion, though: They could change the lockout system to the one they are using in the 24 man raiding system, it's just that unless there is at least some kind of reward that can be given every time people run Coil, it probably wouldn't help too much. The content difficulty makes it fairly taxing to run and trying to take multiple different groups of people through it would be quite painful, even for an experienced guild. I know from experience in another game since we tried the exact thing people are describing with hardmode content. It just ended up burning out the core raid group faster than normal.

    Off Topic: I feel like this is turning into some kind of Beta phase 2 and we are already a year into this game. Why are they adding a ninja class when they don't even have the Chocobo system integrated properly with Duty Finder and open world group content, for example? This isn't even the first thread complaining about the second wing of coil, either.
    (0)
    Last edited by Colt47; 08-31-2014 at 11:44 PM.

  6. #46
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ispano View Post
    It's already been said, the main reason we have these lockouts. The devs, and many people agree, that the gear from said content should only be for a certain group of players. At least while the content is still top tier. Removing the lockout breaks that, and makes it far more difficult to balance out so that not too many people clear while it's fresh. Because that's what it would lead too. Carrying. And they've already said they want to keep that to a minimum, regardless of you or some other random forum poster caring about carries or not. Because carrying on a larger scale than we have now, will make the gear too common.
    That makes absolutely no sense. If players are already capable of running coil and are skilled at it, why lock them out? Why not resort to loot lockouts instead. There is a legitimate group of players who would love to run coil multiple times for both the challenge and the sake of running it with other friends/players/fc mates? Yes, this would mean more gear from coil would be trickling into the player base, but if these are skilled players that are capable of running it, why not? It would be understandable if said gear could be sold off into the economy... but it can't be.

    Who cares if a smidge more % of players are running around with gear from coil. All it would hurt were players who use their Coil gear to judge their own epeen.
    (4)

  7. #47
    Player
    BoltNixter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    133
    Character
    Bolt Narshe
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    For me, it's the fact that there are only bosses practically. Trash mobs are pretty "trash" and there are no exploration to be done. I would prefer to have more trash mobs and more time to run around and explorer/find hidden stuff.

    Maybe have mobs drop pop items for special bosses and stuff.
    (1)

  8. #48
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by rwyan View Post
    That makes absolutely no sense. If players are already capable of running coil and are skilled at it, why lock them out? Why not resort to loot lockouts instead. There is a legitimate group of players who would love to run coil multiple times for both the challenge and the sake of running it with other friends/players/fc mates? Yes, this would mean more gear from coil would be trickling into the player base, but if these are skilled players that are capable of running it, why not? It would be understandable if said gear could be sold off into the economy... but it can't be.

    Who cares if a smidge more % of players are running around with gear from coil. All it would hurt were players who use their Coil gear to judge their own epeen.
    SE cares. I've said before in this and other threads, it doesn't matter if YOU care or not. They feel only a certain amount should be getting the gear while the content is relevant.

    Also, they don't really want the lesser skilled to be overly relying on the highly skilled. Now some people here will say they don't mind carrying their lesser skilled friends and such, but that is not what SE wants.
    (0)

  9. #49
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ispano View Post
    SE cares. I've said before in this and other threads, it doesn't matter if YOU care or not. They feel only a certain amount should be getting the gear while the content is relevant.

    Also, they don't really want the lesser skilled to be overly relying on the highly skilled. Now some people here will say they don't mind carrying their lesser skilled friends and such, but that is not what SE wants.
    Who cares if a player is carried? Yes that would happen, but it wouldn't always be the case. Believe it or not, there are plenty of skilled players who are avoiding coil just because of the static nature of it all. Getting these players into coil could only be a good thing for the entire community at large. And even if a player decided to carry some of his peers, who is to say that is a bad thing - that would be his choice, not yours.
    (2)

  10. #50
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by rwyan View Post
    Who cares if a player is carried? Yes that would happen, but it wouldn't always be the case. Believe it or not, there are plenty of skilled players who are avoiding coil just because of the static nature of it all. Getting these players into coil could only be a good thing for the entire community at large. And even if a player decided to carry some of his peers, who is to say that is a bad thing - that would be his choice, not yours.
    Did you ignore what I said? SE Cares.
    (2)

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