Ugh, no thank you. Bad archaic game design is bad. There is nothing worse than going months without getting a single item because the RNG was being awful.



Ugh, no thank you. Bad archaic game design is bad. There is nothing worse than going months without getting a single item because the RNG was being awful.

How about two modes? Casual and hardcore. Casuals can enter a dungeon with 100% guarantees, while hardcores are subjected to RNG. The catch? You cannot obtain loot from hardcore if you obtained it from casuals. Meaning you have a weekly lockout until monday resets the lockout timer, afterwards you have two choices casual again or hardcore. However, you can enter hardcore still, in the case that a friend would prefer this method as opposed to casual.
Last edited by OdinTheTainted; 12-05-2013 at 01:47 PM.
[QUOTE=OdinTheTainted;1629022] snip
How about the casual mode gives you no drop and the hardcore mode gives you the drop? Im sorry I can not support this idea of yours. So basicly you want the casual mode to give hand outs for little to no effort it seems. Lets be real, what you are saying is you want an easy mode and a hard mode, with the exception that easy mode gets a 100% drop. Sorry man thats a no no, if you want something bad enough you will go and do coil either with a pug group or a static it is your choice, or you can wait till they nerf it.

[QUOTE=Maxthunder;1629179]What hand out are you speaking of. Currently the way gearing is set up in this game is just that, 100% hand outs during a boss defeat,snip
How about the casual mode gives you no drop and the hardcore mode gives you the drop?
Im sorry I can not support this idea of yours. So basicly you want the casual mode to give hand outs for little to no effort it seems. Lets be real, what you are saying is you want an easy mode and a hard mode, with the exception that easy mode gets a 100% drop. Sorry man thats a no no, if you want something bad enough you will go and do coil either with a pug group or a static it is your choice, or you can wait till they nerf it.
The only thing that isn't guaranteed is that the loot will be for your specific class. Please don't comment unless you read the entire op, because you look foolish
Last edited by OdinTheTainted; 12-06-2013 at 09:08 AM.
How is this different from what we have now though? We only had 3 healer/caster drops since the first coil we did in early September, we only get BRD, BRD and more BRD (Turn 4 dropped the the fourth BRD body this week), since we can only do it once a week AND there's already RNG, it's extremely frustrating, I'd rather try it more times at a lower chance, than try it once a week and get cockblocked by RNG plus lockouts.


Maybe I'm not understanding this new lockout for CT correctly. Essentially, what they're proposing is a system where a small linkshell with only one or two geared tanks find themselves unable to progress because said tanks gained gear in a run and were subsequently locked out for a week. Or, the tanks passed so others could get gear then discover there is no one left to run the instance to get their drops.
Because, if that is the case, then well done S-E in coming up with one of the most idiotic systems I've come across in almost 14 years of playing MMOs.



It's a loot lock out, not a raid lock out. You can run it as much as you want but can only win one piece of loot per x amount of time.Maybe I'm not understanding this new lockout for CT correctly. Essentially, what they're proposing is a system where a small linkshell with only one or two geared tanks find themselves unable to progress because said tanks gained gear in a run and were subsequently locked out for a week. Or, the tanks passed so others could get gear then discover there is no one left to run the instance to get their drops.
Because, if that is the case, then well done S-E in coming up with one of the most idiotic systems I've come across in almost 14 years of playing MMOs.


Dreary minimal RNG that requires gigantic amount of time investment is a poor idea
Loot lockout is a poor idea
Dungeon lockout is a poor idea
What in the name of the TWELVE is a good idea that limits how much gear you get per unit of time?
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