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  1. #1
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Zohar_Lahar View Post
    That's how they set up the game. Everything besides Coil is very casual and welcoming. How can you condemn us for expecting the game to be consistent? Thank you at least for demonstrating how Coil is creating a toxic atmosphere in this game.
    Before I begin, please understand I am not criticizing the players in static teams, I am critical of the entire lockout/loot system and overly tuned content that requires a static team to clear and repeat - not the players.

    Static groups were identified in August 2013 by several posters on this forum as toxic to the community because they do several things;

    1) segregate the community into haves & have not - (I have a static/I have not got a static)
    2) segregate the community into raider/casual, because only those in statics could have a serious chance of clearing even titan HM - back in the day - and *only* players in a static could hope to clear BCOB at all.
    3) players were disenfranchised by the strict lockouts and rules that prevent any flexibility in coil static membership

    Over time with the EX primals which also required a static to clear for the first 3-6 months (or longer) of their life, SCOB and FCOB which require not only clearing T5, but also having a static, the separation between raiding community and everyone else has grown. Coil gear drops have consistently been the best in slot and highest ilvl in the game further emphasizing the difference between haves and have nots.

    The requirement for static teams comes not only from the lockouts on the content, but also the difficulty and razor balance of the content to where a single mistake by anyone causes a wipe. This emphasizes the team dancing (some call it team jump rope) element where the team has to know the exact timing of the encounter and phases and where they should go and when, and execute the dance to perfection or face a wipe. Building that kind of rapport with the team and learning the dance requires a static team who are focused on their static team and it's progress.

    Naturally, such teams are not that willing to break up to help others when they finally get the content cleared and 'on farm'. The horrible drop rate and lockouts further reinforce the segregation because even though a team has cleared something, they need to re-run it many times over several weeks/months to ensure that all team members get the drop that they deserve as their reward for helping each other.

    That overly tuned content that requires static teams is a problem. It makes this type of content extremely toxic to any players outside a static since a single mistake by anyone causes wipes, and ultimately, static teams are intolerant of players who are slower to get content than others, and gradually the statics become even more insular, despite the fact that most of the content is in DF now, the potential for wipes does tend to keep people in their statics instead of banging their heads off the wall of accidental wipes.

    So, fast forward to now. We have a vocal raiding community who believes that coil is easy and anyone can do it, and we have an army of players still gated on T5, never mind the rest of it. There is a huge yawning chasm between these two communities of players, in short the community is split. Unfortunately the haves have a pretty poor view of the have nots, and the have nots have noticed this.

    Personally, I hope that the 3.0 expansion addresses some of these issues. having a normal mode version of the raid content - without the gear drops - would go a long way to fixing things, and that is something that has been confirmed in 3.0.
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    Last edited by Kosmos992k; 04-09-2015 at 04:51 AM.