Results 1 to 10 of 45

Hybrid View

  1. #1
    Player
    vp_cmc's Avatar
    Join Date
    Aug 2013
    Posts
    372
    Character
    Tee Hee
    World
    Cerberus
    Main Class
    Bard Lv 80
    They don't remove lockouts from second coil, because people who have cleared it would be able to do turns again same week.
    It can be a good or a bad thing:
    1. Good: they can help other people
    2. Bad: they can sell runs to other people

    So only difference here is do they charge money for assisting or not.
    (0)

  2. #2
    Player
    Kardayel's Avatar
    Join Date
    Aug 2013
    Posts
    74
    Character
    Kardayel Sidko
    World
    Ragnarok
    Main Class
    Machinist Lv 70
    Quote Originally Posted by vp_cmc View Post
    2. Bad: they can sell runs to other people
    people who want sell them already do it, difference is as people can't find help of experimented friends to help them, they buy this run, unlock the coils will allow people tempted by buying runs to have an other option. People who can pass some of turns (some of them or all turns) want help their friends, they just can't do it cause of the game design. The more i think about it the more it seems to me that SE don't devellop an MMORPG, it's a RPG which happens to be multiplayer... and the social aspect is not a priority...
    (4)