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  1. #1
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70

    Coil lockout: a small request

    Hello,

    After putting in a good deal of time into coil I feel like a small change could be made to relieve some of the coil issues I've been seeing on my server as well as within small groups of fc's that I participate with.

    Please allow for up to 3/4 players, who have already completed the turns, to join with others who have not. 3/4 players alone will not be capable to carry turns, this will dissuade any turn sellers but also allow a lot of people to help fill in needed slots of other groups. Since you have the ability to lock out loot rolls this should be a simple task to convert that to members whom have completed turns. Offer a meager myth award(10~) for their assistance.

    I like helping people out, unfortunately I don't have that option. Please let me have that option.
    (13)

  2. #2
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    this x a million. please.
    (0)

  3. #3
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70
    bumping for great justice!
    (0)

  4. #4
    Player
    Enfarious's Avatar
    Join Date
    Jun 2011
    Posts
    704
    Character
    Elasandria Servion
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I'd take this over nothing, though the myth reward could be left at 50. It's not like the myth will unbalance things since you'd still hit cap and stop just like spamming WP/AK
    (0)

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  5. #5
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Even better: Make the lock out per role. You can only enter as a tank one time a week. Only once as a healer, only once as a dps. The armory system is at the core of the game, this would let us enjoy the content on the different roles and instantly triple the content available to endgamers. Since you can only need on your current class, this really won't noticeably speed up main class progression ( go back in as not paladin he two tanks in that run will likely need any drops). Sure, some will say "well, instead of just one night a week I'll log in three nights a week." Its that much more.

    This is a simple and instant fix that requires little to no dev-team effort. The fights are already there, they are already balanced, the lock out system is even already there. Just instead of tracking the character, track the role (clearly there is a way to do this since duty finder works and thus the game can track your entry as a given role.)


    Please change coil to lock out based on role.
    (2)

  6. #6
    Player
    Emilyee's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Emilyee Amie'un
    World
    Siren
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by PiedPiper View Post
    Even better: Make the lock out per role. You can only enter as a tank one time a week. Only once as a healer, only once as a dps.
    I agree with this 100%. Had I known when I started leveling my other 3 jobs I would only be allowed to raid with one role I would have made them all separate.
    (0)

  7. #7
    Player
    paradigmfellow's Avatar
    Join Date
    Aug 2013
    Posts
    215
    Character
    Trance Paradinefellow
    World
    Balmung
    Main Class
    Red Mage Lv 70
    This would be amazing!
    (0)

  8. #8
    Player

    Join Date
    Aug 2013
    Posts
    1,176
    Totally agree.

    On my server it takes hours just to find 1 or 2 extra players to even do T1 with.

    As more and more quit, this is only going to get worse and lead to more quitting.
    (0)

  9. #9
    Player
    Kerikeron's Avatar
    Join Date
    Sep 2013
    Posts
    20
    Character
    Milka Kerikeron
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    I guess I'm the only person who likes the system as it is. I don't like people going back into turns after beating it once, it will get a lot of people carried through turns who didn't learn the fight properly. It will also lead to "selling coil 1-4 500k" depending on how it's done.

    If you're not getting far enough into it you need to try and find a static group. My group is an LS comprised of people from many FC's and the roster is constantly changing but we've managed to get to turn 5 several times despite only raiding once or twice a week for a couple hours.
    (1)

  10. #10
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Kerikeron View Post
    I guess I'm the only person who likes the system as it is. I don't like people going back into turns after beating it once, it will get a lot of people carried through turns who didn't learn the fight properly. It will also lead to "selling coil 1-4 500k" depending on how it's done.

    If you're not getting far enough into it you need to try and find a static group. My group is an LS comprised of people from many FC's and the roster is constantly changing but we've managed to get to turn 5 several times despite only raiding once or twice a week for a couple hours.
    I'm gonna have to disagree entirely with you on this. I feel this is extremely reasonable as a compromise between the groups that simply need to fill a couple spots and a preventive method for turn selling and carrying. It's very unlikely that 3/4 people can simply carry a group through the mechanics or to sell a turn. My static group makes it easily to turn 5 every week within an hour, yet what about my friends/FC/LS members who just need a dps or just needs a tank to help out with turn 1 later in the week?

    This is not a case of fill the group with 7 coil progressed people and a new person to get them gear or sell them the gear. At most, half the team cannot be locked to the coil turn. This leaves the other half + to either meet the dps requirements, have strong enough healers, or geared enough tanks to survive. IMO 3 would be my sweet spot of coil turn cleared people that you can take with you to help. Generally most statics just need 1-2 people to fill and in rare cases 3. Once you get in to 4 people it becomes close to pug territory.

    I feel pretty sure that you will be the minority in this case. Most people I know would be grateful for a change to the improve the community not disband/segregate it.
    (2)

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