I just dont like having no dragoon in group... Oh 2 dragoon drops.. :*(
I just dont like having no dragoon in group... Oh 2 dragoon drops.. :*(
Savage lock is fine because if it was like normal raid :
- people will complain that top gear is too easy too get
- some will even start making fun of how getting geared with latest end game gear is a joke
- people will sell raids, making it even more laughable, as people get arrogant with their gils earned 340 gear
The only problem are those "chest trolls" that sneak in your party to lower the number of chests, which often lead to great dissapointment when the party leader wasnt cautious enough when registering the raid (or was the troll himself)
Weekly locks do nothing but stretch out the content so people cannot burn through it. Right now, the problem with gear locks is that it completely goes against the multiple classes on a single character. You can level them, but you cannot gear them. Right now, the weekly lockouts make gear hard to get because it takes weeks of grind to do it, not because the content is actually hard. The game only really gets hard starting at O3S. Even then, the only reason an encounter is ever hard is because of enrage timers. Without them, the game would easy even with all the instant death mechanics already in the game.Savage lock is fine because if it was like normal raid :
- people will complain that top gear is too easy too get
- some will even start making fun of how getting geared with latest end game gear is a joke
- people will sell raids, making it even more laughable, as people get arrogant with their gils earned 340 gear
The only problem are those "chest trolls" that sneak in your party to lower the number of chests, which often lead to great dissapointment when the party leader wasnt cautious enough when registering the raid (or was the troll himself)
However, weekly lockouts this does not solve any of the problems. The hardcore players will always find a way to burn through the content. As a result, you shouldn't be designing a lot of content with them in mind. The reason is that they represent a very small minority of players. It's why raiding in most MMOs are generally dumbed down now. If you designed content for that 0.1% or less, it would just be a waste of time and resources anyways. Instead, you should be designing content that can be appealing to as many people as possible.
Selling raids is something that is unavoidable as long as you have them. As much as they would like to claim to avoid it, there's nothing to stop them from simply selling for just the weekly clears to collect the datalogs or drops and just cash them in later. I'm sure someone will be able to do it with the Ultimate raids after about two weeks of practice.
To me, what weekly lock outs do is basically limit the amount of content available. Once I get my once a week drop from reach raid and cap out my weekly tomestones, there's really nothing to do in the game. By Thursday, I'm done with basically everything. I can't make any more progress until the weekly reset rolls over on Tuesday. I've spent most of my time grinding Anima relics and leveling up other classes.
Last edited by Blanchimont; 09-05-2017 at 12:21 AM.
To make myself clearer, I agree there's a lot of disadvantages, especially the "I'm done doing raids 2 days after reset".
But since there will always be people abusing the system, and that in the end the pros will never overcome the cons, from my point of view, it is sadly better the way it is.
I don't really think the raids lockout are made to slow people down from quickly clearing content - as there will always be amazing players. I think it is to control the pace at which the people gear themselves, so that only 2 week after release some people are already full bis. It would kind of feel like a joke, and some people, especially gils buyers who bought their clears, would start making fun of the game and call it easy... hence starting the infernal spiral leading to the "ffxiv raiding is a joke" phenomenom.
I absolutely disagree. The only reason lockouts exist is to stretch out the content and to pretend like there is more than there actually is. The defense is that people cannot content burn, but it also makes the end game content irrelevant because you can only do it once a week. Weekly caps are even worse because you take away the choice of the player to progress at their own rate and the loss of control is what makes it far worse than just letting people burn content at their own pace for a month if they want to.
Controlling the pace at which players can acquire gear does nothing to address this issue. Instead, it makes it impossible for players to gear up for content to create an artificial sense of difficulty and a grind that does not need to exist. Instead of something you can devote a total of 10 hours to in order to complete, you have to devote 7 to 8 weeks. This is not really giving content to players either. It's giving players content for half an hour a week due to drop restrictions. Most players are still stuck with i320 gear because of this grind problem.
All you have is a bunch of content that gives you no rewards for doing them and that is the real joke of FF14 raids. At least in other MMOs that do this, they at least give you a piece of gear you can actually use and it is for everyone. FF14 does not do this. Instead, you get an item that you can trade in after 3 to 5 more weeks of grind, further worsening the deal. The result is that the incentive to do the newest content is very low and even worse than the 24 man raids right now. In 24 man raids at least you can keep going each week until you get one drop. To make things worse, if you are not a raider, you haven't seen new content for a very long time.
Last edited by Blanchimont; 09-05-2017 at 07:47 AM.
I'd be happy with a slight reduction in the token costs for certain items. I.E. requiring 8 for body/legs is a little excessive in my opinion. 5-6 would more reasonable. Hands/feet/head should be 4 and belt should be 4 also.
There's nothing wrong with the system - it just takes time.
If you could grind it like you can normal mode, you'd be done after a few weeks and then complain that you have nothing to do.
The current system also prevents people from feeling forced to play more hardcore - a fairly casual raid group can keep a similar pace (not counting actually being able to clear the encounters) and at least for us that is a good thing.
Is it perfect? No. But most alternatives have their own disadvantages.
Guild Leader, Dungeons & Dragoons <<DnD>>
Phoenix-EU
There's already nothing to do because it is a once a week content. Clear O1S and it is off your checklist for the week and you will most likely get nothing out of it. Clear O4S and you are literally done with your end game content for the entire week with nothing left to do unless you haven't maxed out your Creation tomes. At least if you could grind tomestones or Savage content, you would have a few weeks to dedicate to gearing up your classes with each patch. That's a lot more content overall than doing something once a week.There's nothing wrong with the system - it just takes time.
If you could grind it like you can normal mode, you'd be done after a few weeks and then complain that you have nothing to do.
The current system also prevents people from feeling forced to play more hardcore - a fairly casual raid group can keep a similar pace (not counting actually being able to clear the encounters) and at least for us that is a good thing.
Is it perfect? No. But most alternatives have their own disadvantages.
It's not ruining content, let it be as it is. There is a reason for it.
Close please
The only reason is to pad out content and pretend like more than there actually is. At the same time, it also makes it so that there is no end game content because it's something you can only do once a week. You are more likely to get get nothing for clearing, making Savage raids one of the worst effort to reward ratio things in the game right now.
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