"I literally don't play the game or know/understand the problem people are talking about"
http://forum.square-enix.com/ffxiv/threads/105442-Coil-lock-outs-myth-tome-caps-and-the-armory-job-system.
Please educate yourself.
"Because you literally focus on the only part of the game that has this *issue*"
I'm not saying it's not an issue, but you can gear up other classes/Jobs, just it can't be ilvl90 gear ( except for your main class).
That quote is really childish ( they way you use it, pulled off in a rude manner), especially when you overuse it.Please educate yourself.
Last edited by Starlord; 10-22-2013 at 12:29 PM.
The point was clear enough honestly. There's job gear ingame that you can only attain by completing the content as that specific job. Besides, you're the one that made the assumption that I was referring to AF+1 (or whatever the hell people wanna call it, myth, af2, relic, neon glow af) to begin with.The AF gear is secondary. The quests give you job specific abilities. It's really not about the gear. You can FATE grind past the job quests and equip tome farmed gear and go back and do the quests. The gear is handed to you like all of the other quests that give you gear.
The max gear comment is what people want, not how it is now. You are the one who stated that no one wants everything now. Then turn around and say yes these people exist. Honestly, I think 5 months is overkill, but I don't blame SE for putting in some controls.
And you are mistaken in your halting of progression. Fatigue slowed your experience gain. Meaning you can't complete content, you can't xp, you can't level(effectively). You get some xp and it became disgusting and masochistic to level beyond that. Getting more gear to speed your coil run is not progression in the same sense, as you have hit level cap and can still complete current content. You can complete coil without AF2+1relic whatever it is called. The progression you are referring to is two completely different scenarios. I am not even including the AF2 and the coil drops on top of that. Progression beyond coil is on pause until it is released. Even WoW doesn't let you get it all right away.
PS: Perhaps you should make your point clear the first time you quote someone.
You still miss the point though concerning gearing multiple jobs with the highest tier so no point going over it again cause you fail to understand people's explanations. That aside, SE made it extremely easy to gear up in DL (and Myth) so it's no surprise people are able to max out.
It's also apparent we have different definitions of what constitutes progression. Gearing is part of progression at endgame. You increase your stats just as you would leveling and your character gets stronger. Using your example, why bother getting DL when content up to Titan can be done in AF? I'm not sure why you even bothered to mention content beyond Coil either.
You know what, I suddenly thought about SE's pricing plans, 1 character or 8 characters per world. Not being able to send stuff directly across characters on the same account, what else would alts be used for. For more quotas of TOM and chances for entering coil!!!! You see, SE was encouraging this all the way from the start.
Yes, there exists class specific quest lines for class specific gear and skills. And i happen to like those quests, as they teach me something about my class. The Relic line is the same, in a sense. By making me run the content on that specific class, i am proving i have the skills required to play it.
But why should i be forced to prove that i can play my Monk in AK/WP when I'm farming Garuda HM and learning Titan HM?
Even if i had a full ilvl 90 kit waiting for my Scholar when it hits 50, I'll still need to get through the various requirements of my Relic quest on that class. The gear i use to do it is irrelevant. The class requisite is to prove you know how to play that class and deserve the Relic, Gear has nothing to do with it.
The time drawbacks for the majority of players to have job specific caps is astronomical compared to the drawbacks of the current system. I have friends who like to play multiple classes, but often don't have the time to play more than a few hours on the weekend. So under your system, they'd never be able to cap tomes on 2 Jobs, because they don't have the 10 hours a day to cap it both, and imagine if they liked one job of each Role? suddenly, it becomes incredibly difficult to get the things you need due to lack of time in the day to get it done.
As my main class is a Monk, the wait times for dungeons make Tome farming very slow to do on my own. When I'm with friends, its instant queue no matter what class i play.
When I'm alone, i Tank it, and still get the Tomes i need to get gear for the jobs that cant get into dungeons as fast. Under your plan, i'd be forced to wait in the DD queue when i *could* be tanking it for 3 people who only have the 1 non Tank job at 50, and still gearing up the Job that needs the Tomes while picking up off drops no one else needs.
300 a week cap pretty much seals the deal .
Will take a long long time to get full tier2 armor .
But to get it for 2 jobs .. good luck with that![]()
lol 2+ years to hit 75 on FFXI...
I prefer when ignorance is called out."Because you literally focus on the only part of the game that has this *issue*"
I'm not saying it's not an issue, but you can gear up other classes/Jobs, just it can't be ilvl90 gear ( except for your main class).
That quote is really childish ( they way you use it, pulled off in a rude manner), especially when you overuse it.
It was atrocious and one of the worst ideas to ever come to fruition.Actually you can. You make alt characters instead of leveling jobs on a single character.
Besides, no one is asking to max gear in a week. We're asking for the limits to be adjusted so we can put more effort into gearing our characters than possible. More effort = more rewards.
Question for you, what's your opinion on 1.0s fatigue system?
inb4 you make asinine comparisons between leveling up and earning the best gear in the game.
Myth cap and coil lock out is literally the fatigue system from 1.0. Why did fatigue exist? To let players who played less catch up to the players who played 24/7, so they made it so if you played sooo much more you gained exp a lot slower, so someone who played less wasn't super far behind. Why does myth tome cap and coil lock outs exist? So that players who don't play a lot can keep up gear-wise with people who play all day and play a lot. It exists to keep casual and hardcore players within equal footing. It's exactly what the fatigue system was.
Please fix the armory system and coil lock outs SE, you are doing nothing but holding your fantastic game back and limiting everyone to playing for less than 3 days per week, forcing us to pay $2 more per month if we want to do coil/gear up multiple jobs, and forcing us to make new characters and ignore your armory system in order to do so. There is no reason for this limitation, it hurts EVERYONE, even casual players are running out of things to do, and I highly doubt the majority of people enjoy spending $13-15/month to be told how often and how much we can play the game per week.
Wrong, I'm locked out of playing the game(1 hour of coil on a single job every 7 days yay!) and gearing more than 1 job unless I make multiple characters which lets me bypass this entire artificial barrier.Except it isn't. Fatigue in 1.0 hurt you as you progressed. In this game, you are only locked out from the best gear that is currently available at the end of the game.
These restrictions will also be eased up as future patches are released. It's here now because this all of our endgame as of patch 2.0.
I would prefer to the fatigue system to this, I leveled right through it and ignored it on every single job and didn't even notice it existed, fatigue was SO much better than coil lock outs and myth tome caps.
The fatigue system may have slowed me down, but it didn't straight up stop me from experiencing or playing the game like the coil lock out system does. It also encouraged me to level up multiple jobs and try out every job, where the myth the tome system does the complete opposite, and unlike the fatigue system that simply slowed down my progress, this myth tome system completely halts my progress until the "fatigue(weekly cap) is reset.
It's the fatigue system, greatly amplified.
So please, tell me which is worse. Being completely locked out of the game and unable to play/experience it(coil), as well as having your character progress COMPLETELY halted, or the fatigue system which simply slowed you down but didn't lock you out of any content and still allowed you to progress.
Last edited by Shiyo; 10-25-2013 at 03:20 AM.
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