Burnt through the content on monday. So, why would a job lockout get people burn through content faster?
Heck, it would be awesome if I could REALLY do something with my other 50s.
Burnt through the content on monday. So, why would a job lockout get people burn through content faster?
Heck, it would be awesome if I could REALLY do something with my other 50s.


A simple but probably disliked solution would be that the item is considered passed and drops to the ground. If people do not want something enough to at least roll greed then it should not piss them off that nobody receives it.

Its one of those lesser of two evils kind of thing. No one wants to see gear hit the floor, but getting an item on accident (forget to roll, or d/c) and being locked out for a week would cause some serious rage, real quick. Imagine it happening for a main char looking for a certain *one* piece to upgrade, then being locked out to a piece they already have i90 for. I would be pretty pissed. Lol
SE's current planned system is going to be way way way worse for items hitting the ground. I know when I go with my coil group, probably 80% of the loot is going to hit the ground till we get our bad RNG pieces filled.


That's pretty much how I feel about it, also if the lockouts were based on job and you do happen to miss something on the rare occasion that you accidentally pass or dc or something (not that you have a great chance of getting something everybody passes to begin with) at least you can try again without having to wait a full week. That alone would be enough to calm my rage personally. Seeing an item drop to the floor would be much better than reconnecting after a dc and getting locked out because you got the earring you didn't need.Its one of those lesser of two evils kind of thing. No one wants to see gear hit the floor, but getting an item on accident (forget to roll, or d/c) and being locked out for a week would cause some serious rage, real quick. Imagine it happening for a main char looking for a certain *one* piece to upgrade, then being locked out to a piece they already have i90 for. I would be pretty pissed. Lol
SE's current planned system is going to be way way way worse for items hitting the ground. I know when I go with my coil group, probably 80% of the loot is going to hit the ground till we get our bad RNG pieces filled.
Last edited by DoctorPepper; 12-12-2013 at 06:58 AM.



Debating 101: If you can't make a proper counter-argument, you already lost the discussion.
Point is, a system's value is diminished if everyone can be everything with the best gear without proper lock outs and rules to counter balance it. I don't recall necessarily arguing with anyone's ideas or suggestions here. All I said was that I prefer it the way it is now but a job based lockout isn't completely out of the question. I honestly think people should wait and see how content plays out and see if it is still a viable route after SE gets more into their comfort zone. But hey! My two cents.Not really sure the point you are trying to make. Why would you want the lockouts more severe then they are? A "right and balanced" system has already been discussed. Where is your issue with whats been discussed, and why? Isn't having multiple jobs geared equally increasing the value of the Armory system? How is it diminishing the armory system? Having multiple gimp characters makes the armory system valuable? You haven't really said anything except *it'd have to work, based upon stuff*.

They already lost the discussion, thanks for agreeing with me. You just made my point.
You say the armory system will be diminished, but offer no evidence as to how it would be. The only thing you suggest is that we would be getting better or best gear in multiple classes. This is the very point, and benefit of the armory system, so it sounds like we'd be bolstering the armory system, while the current one diminishes it in actuality.Point is, a system's value is diminished if everyone can be everything with the best gear without proper lock outs and rules to counter balance it. I don't recall necessarily arguing with anyone's ideas or suggestions here. All I said was that I prefer it the way it is now but a job based lockout isn't completely out of the question. I honestly think people should wait and see how content plays out and see if it is still a viable route after SE gets more into their comfort zone. But hey! My two cents.
I wasn't saying you are arguing, just that your post was wishy washy and I was trying to flush out your mentality/ideas on the issue. Most of us have played MMOs for a while know, and can see/know how certain systems in place affect the game. It doesn't take "waiting and seeing" to know what will happen with a loot lockout system with 1 item per week per character.
Last edited by Traek; 12-12-2013 at 08:01 AM.
Considering their armory system was one of their main selling points I really don't see the design decisions of this.
Yes you could do nearly all content in DL but back in other games I could raid with my main group on Monday night and log in my alt and do it with other friends the same week if I wanted to. To do this in this game you have to work around a core (advertised) feature that was ment to be a convenience.


Exactly, I really want to utilize the armory system to its fullest extent since that's one of the primary features keeping me in this game. Right now it really seems underutilized and all of the lockouts seem designed around a system that would normally require you to make an alternate character to play another class/job.Considering their armory system was one of their main selling points I really don't see the design decisions of this.
Yes you could do nearly all content in DL but back in other games I could raid with my main group on Monday night and log in my alt and do it with other friends the same week if I wanted to. To do this in this game you have to work around a core (advertised) feature that was ment to be a convenience.
This doesn't in any way interfere with the armory system. None of the locked-out gear is necessary for your jobs to be playable. There is enough gear accessible outside of locked content to enjoy pretty much everything in the game. You will probably need more for turn 5 but that's about it, and even then you don't really have to have all lvl90, so you can spread that stuff out across a few jobs instead of stacking it all on one if you are concerned with flexibility. While making alts is an option for the crazily-dedicated it truly isn't necessary as much as people are acting like it is.Considering their armory system was one of their main selling points I really don't see the design decisions of this.


I'm sorry but I have to disagree with this. If I can make an alternate character and have an advantage over somebody who is trying to play an alternate job on their single character (ex. obtaining additional rewards on your alternate character while the person playing an alternate job on their single character gets locked out/capped) then that definitely interferes with the armory system. To me the entire point of the armory system is that I'm not supposed to have any good reason to create alts aside from vanity/rp. If you really think there is no advantage to playing an alt character rather than playing an alt job on a single character then you need to take your blindfold off.
Last edited by DoctorPepper; 12-13-2013 at 02:53 AM.
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