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  1. #271
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I don't know how anyone could like the coil content lockout.
    This is the single-biggest thing wrong with the game. It's beyond frustrating (and nonsensical) that people in my FC who do coil regularly can't go back in and help other members get better at the fights.
    (5)

  2. #272
    Player
    Tagihi's Avatar
    Join Date
    Dec 2011
    Posts
    372
    Character
    Lhei Fox
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Linkshells is one reason..it.s kinda destroying community ingame consider FC isen't really needed to do raid and stuff anymore.
    so you end up gaming more solo oriented then team based mmo..
    And that might also end up people get bored

    And recruit players to fc are today also very hard.
    (2)

  3. #273
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Linkshells is one reason..it.s kinda destroying community ingame consider FC isen't really needed to do raid and stuff anymore.
    Removing content lockouts would make belonging to a good FC way more important than it is now. This is a big reason why more people are focusing on linkshells rather than FCs... seems like so many people in-game are desperate to find groups of people to clear content with, but the lockouts make it so difficult.
    (2)

  4. #274
    Player
    Mugiawara's Avatar
    Join Date
    Jul 2014
    Posts
    1,460
    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    As I said on a different post...
    Remove RAID lock out, and add in loot lock out.
    It'll let friends and FC's help each other out but the people
    who already got their loot for their week can't get anything anymore.

    That'll fix everything wrong with Coil's weekly lock-outs.
    (2)

  5. #275
    Player
    waldo's Avatar
    Join Date
    Nov 2011
    Posts
    287
    Character
    Lilly Grace
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Exstal View Post
    So if you want it like XI, you want chance drops instead of the 100% we have now. It's on the dev team to elongate content, yes, and they've done it in the best way they can because that's how all other MMOs handled it. You trade having 100% drop rate of an item for a limited time to get it.
    No I don't want it like XI. I also don't want content elongated, I'd prefer content that last. And please note: even with the content lockout the drop rate for the item I'm going for isn't 100%, sometimes people go for months without the drop. Lastly I do not give SE a pass for doing something the way all other MMO's have done it, the genre calls for better than status quo.


    Quote Originally Posted by Gilthas View Post
    Of course those things lasted years in FFXI:

    - Some of them had lockouts that are even worse than the Coil lockout you're complaining about (World HNMs)
    - None of them could be spammed as much as stuff can be in FFXIV. Lockouts in FFXI were applied as soon as you entered the instance (Dynamis) regardless of if you completed the content or not. Or you had to farm items to be able to pop the monster you wanted to fight (Sky, Sea, with a special mention to the horrible bottleneck that was Ullikemmi in Sky before they finally adjusted it years later). Not so in FFXIV where you can either spam it until you get what you want (Crystal Tower) or spam it until you win (Coil).
    Though I didn't like the hnm camping, the lockout was not worse than what we have now. I would be fine with farming pop items too, that doesn't mean everyone else is ok with it though and I realize that. I don't really want to get caught up in a flame war comparing the two games, as I prefaced XIV is not XI and nor do I want it to be. The questioned asked is why do people quit playing, and this is my answer. The content lockout kills this game for me and that is why I quit playing.
    (1)
    Last edited by waldo; 10-10-2014 at 10:42 AM.

  6. #276
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    XIs lockout was worse but the game design makes it different. There was no issue with lockouts in XI, there is a major one in XIV and it is simple.

    When you have 5-6+ pieces of content dropping BIS gear. It does not matter anymore. Because yes Monday has lockout, but you still have valid content for T, W, TH, F and so on.

    We have 1 event dropping BIS gear in XIV, and it is behind a lockout that is the problem. If SE is going to keep all BIS gear in 1 piece of content they cannot have a 1 week lockout.
    (2)

  7. #277
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Xatsh View Post
    XIs lockout was worse but the game design makes it different. There was no issue with lockouts in XI, there is a major one in XIV and it is simple.

    When you have 5-6+ pieces of content dropping BIS gear. It does not matter anymore. Because yes Monday has lockout, but you still have valid content for T, W, TH, F and so on.

    We have 1 event dropping BIS gear in XIV, and it is behind a lockout that is the problem. If SE is going to keep all BIS gear in 1 piece of content they cannot have a 1 week lockout.
    This is the fundamental problem that anyone who hates the lockout doesn't seem to understand. Rather than change the lockout, they'll just add more places to get gear and then people won't care. But if they change it now and then add it in later, people will get upset, "why weekly lockout now when you removed it before?".
    (1)

  8. #278
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Xatsh View Post
    XIs lockout was worse but the game design makes it different. There was no issue with lockouts in XI, there is a major one in XIV and it is simple.

    When you have 5-6+ pieces of content dropping BIS gear. It does not matter anymore. Because yes Monday has lockout, but you still have valid content for T, W, TH, F and so on.

    We have 1 event dropping BIS gear in XIV, and it is behind a lockout that is the problem. If SE is going to keep all BIS gear in 1 piece of content they cannot have a 1 week lockout.
    Exactly this. If equivalent gear and BiS was spread out across various forms of content the game would not have the issues it has right now.

    Vertical iLv and a single raid is just... eck. It just creates barriers and limits Free Companies. FFXIV = Find a clique and make it stick.
    (3)

  9. #279
    Player
    Tagihi's Avatar
    Join Date
    Dec 2011
    Posts
    372
    Character
    Lhei Fox
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Thayos View Post
    Removing content lockouts would make belonging to a good FC way more important than it is now. This is a big reason why more people are focusing on linkshells rather than FCs... seems like so many people in-game are desperate to find groups of people to clear content with, but the lockouts make it so difficult.
    Yea but removeing lockouts its not gona happen,
    Beside this is a reason why all the people tell me in fc "its boring playing this game beacuse i spend more time solo playing then with fc partys" ican't really blame them when half fc has there own linkshell static.
    Pending on linkshells is bad concept iknew this would happend when 2.0 released. Should be FC only and remove linkshell and see what happen. You suddenly force people either do stuff wtih fc or be alone.
    (0)

  10. #280
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    I played final fantasy 11 for 7 years, and then played 1.0 for a few months before we received ARR. I played all the way up to September of this year and then I took a two week planned break, haven't come back since. My static made it to turn 9 coil and we've done pretty much everything else in the game but I finally stopped feeling the urge to log in.

    ARR is a great game, it's got plenty to offer for a myriad of players but I feel like there isn't enough to keep a lot of the more dedicated players logging in every day due to how easy/quick it is to obtain things (exception Zodiac weapons starting with atma quest) I remember back before 2.2 hit when the game was a log in tuesday do coil log off for the rest of the week type of game and I was pretty bummed out, and it kind of feels this way leading up to 2.4.

    An example of things being easy - I was bored one day without much to do and saw that I had 99 leves and decided I wanted to level a craft to 50. 3 days and less than 100 leves I took leather from level 1-50.
    3 days.
    Three days of the same type of crafting in ffxi would get you a few levels at lower levels or maybe a full level at higher levels. The fact that I could get a job to max in three days seems a bit ridiculous to me. It's this way with all the jobs in this game, it's so incredibly easy and fast to get a character to max level that you seem to forget about the journey and only care about the destination. Another ffxi comparison (there will be a lot of these so brace yourself, and before you tell me to go back and play ffxi know that I can't, my character was banned while I was taking a 9 month hiatus from the game and SE did nothing for me) it took me a good solid six months to get my first job in ffxi to cap (75 Ranger) and man let me tell you, I felt like a god that day. I felt like I had actually accomplished something. I remember even gaining a level in ffxi you would see in chat - Ding! 46war/23nin and everyone would congrats because even gaining one level was fairly noteworthy. In ARR there is none of that, it goes so quick you log in at level 26 and before you go to sleep you're level 32, it all just goes by so quick.

    A few things I was looking forward to in 14

    Housing - awesome, sucks it cost so much that a good portion of the public weren't able to partake in it for a while

    Hunts - so severely disappointed with this, i feel like this was implemented so poorly and caused a lot of issues in game (I was someone who by the way did hunts all day every day and got fully sanded/oiled on my main within a week or two) I was really hoping for something like the NM's in ffxi. Not ground kings mind you, but NM's like leaping lizzy, stray mary, roc, simurgh, mobs that gave you items that were better for the level that you were at than what was available. You didn't need these items but it gave you an opportunity to stand out from the rest.

    Market/Economy - I like making gil, I'm one of those players who feels like if they don't have over ten million gil then you're broke. The thing that really bothers me about 14 is the terrible economy, which I think is due to the fact that everyone can have every craft/gather at 50. This leads to people over saturating the market with wares, driving the price down to the ground and leaving too much supply for too little demand. How many times have you listed something on the marketboard, only to check it an hour later to see someone has undercut you by thousands? It's miserable. The fact that the best gear comes from raids I believe hurts also, since there is no end game material market where people drop gil to get items that will continue to further their character's development.

    That last line leads me into my last point, one of my major dislikes is the fact that - top teir gear comes from coil - you put in hard work to learn coil, put in hour after hour learning the fight and hoping rngesus takes pity on you actually drops something you want then something comes out to marginalize the gear you just got. This last major patch introduced hunts, you grind them, get marks, marks give you items to upgrade your gear to the same item level that you would get from coil. While I understand people want gear that is as good as coil without having to put in the time to do coil, it just marginalizes the work your team put in and ultimately makes you ask "Why bother doing (x) if were going to get the same gear through something else so much easier?" and before you answer "For the challenge you idiot, everyone loves a challenge!" yeah i agree to a point, but bleh it leaves a bad taste in my mouth.


    Sorry I kind of went off on a tangent and was all over the place, I do like ARR, I will more than likely be playing 2.4, but there are issues that I can see would drive players away from this game, the same things that might drive players towards it. The cater to casuals and hardcore is nice in theory but I don't think they will be able to ever truly make both parties happy with the content they offer. I really hope they continue to build the game in the right direction, i feel the atma/animus/novus quest drove a lot of people away (i liked it btw, I never want to see the inside of brayflox again however) and hopefully they will be able to recoup some of the loss of players since destiny came out too, as I know a lot of people took time away as did my entire FC.
    (4)

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