The following adjustments have been made:
• When using the Duty Finder, players are now unable to withdraw from combat.
http://forum.square-enix.com/ffxiv/t...=1#post1720568
The following adjustments have been made:
• When using the Duty Finder, players are now unable to withdraw from combat.
http://forum.square-enix.com/ffxiv/t...=1#post1720568
* Purchasing land or housing using gil obtained from RMT (real money trading) or other illicit means is strictily prohibited. Any land or estate hall deemed to have been purchased through such means is subject to seizure.
* "Cheating" consists of using third party programs or tools to conduct actions players would not normally be able to do in the game (for example, obtaining gil or items through illicit means, traversing at extremely high speeds, warping, using automated means to operate your character while you are away from the game).
Whatever does that mean
If it means what I think, this is basically going to keep people from dropping out during active pulls when they get loot - so it mean people will either slow down on looting till they engage the next boss/enemy to keep people in or those...let's call them mcdonalds happy meal people will start force disconnecting more to try to get their weekly loot and vanish.
A problem I am seeing more and more lately is players refusing to participate in the instance after their item of choice not dropping and also refusing to abandon because they don't want the lock out timer. I understand that they have goals in mind, but so do the other 23 players. I, for one, think that they deserve the lock out for being selfish. We all have things to do, items we want, myth we need, etc. I would like to see an option added for dismissal that directly addresses this. Then perhaps they will realize that a good run would only take another 30 minutes or so and finish instead of wasting time for everyone else.
Ran into a situation where a group of players will run off their pad to prevent others from dding so they win a silly battle. gg
You are so mistaken it hurts. This game absolutely caters to the casuals, it caters to casuals so much that the one thing that anyone can say is not casual is a completely optional and useless feature. Yes, casuals can obtain ilvl90 gear, run wanderers palace and you get about 1 piece of gear a week. You heard correctly, that ilvl50 dungeon that can be completed in 10 minutes drops the same level gear as the most difficult dungeon in the game (sound casual friendly yet?). And the lockouts are partly BECAUSE it caters to casuals.Um I'm sorry but this game does not cater to casual players. I use to think that but the last few weeks I've been proven wrong. Look at housing you think causal FCs are going to get that kind of gil? You think casual players can gear up in ilvl90? Crystal Tower loot lockout is not helping the Casual Player it just puts a larger gap between Them and the Hardcore.
Yoshida says that if people with more time could gear up quickly, it would discourage people who dont have as much time, therefore, everyone has the same time limitations so the gap doesnt grow too big. You know what that means? it means that people with more time are artificially slowed down to make casuals feel good... and this game isnt catered to casuals? are you sure youre in the right game?
Also, not everything in the game needs a token system.. its okay for some things, but not everything. Some people still enjoy the thrill of the chase, if everything has a lockout and everything has a token, your ffxiv gaming experience will just be 1 big schedule. go to A, run 3 times, collect xyz, go to B, run 2 times etc. That doesnt sound fun at all. Coil needs a token system because its lockout is very strict.. while with CT, you can run as many times as you like until you get something you want, therefore, no token.
Last edited by Hanabira; 01-07-2014 at 03:58 PM.
The best idea is still just to tokenize everything.
Each boss drops a CT Token, last boss drops 2. For 5 tokens you can buy a "bag of goodies" from the excavation team. The bag may contain some mythology tomestones, or a piece of random gear, or some gil, or a minion or whatever.
However that destroys the whole feeling of expectation on loot drops and that is most likely why it is not implemented.
The 1 loot per week but unlimited tries design, as far as I can tell, seems to be keeping CT alive. Yes many people feel forced to run the place over and over, but it also means that I could get a party together reasonably fast even on Mondays. Back in WoW when they implemented the loot lockout where you only ever see one item "drop" from each boss per week (i.e. if it doesn't drop something you want, that's still the end of it for the week), I heard people were having difficulties getting a raid together on the day before reset. The CT design improves on that quite nicely.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Seriously... we already had some of those Ideas tested in 1.x and it was awful.
You do a long Dungeon and constantly wipe on last Boss, so all your efforts are for vain? No thanks! Restrictions in any way is always bad for FUN, because every single player is different. The lockout is better than in Coil because at least your Freinds can HELP you if needed. Still the abuse is a problem and RNG is even worse than in 1.x
Here another suggestion:
Loot as it is, but Bonus Loot when finishing the Dungeon.
That Bonus Loot is exactly the one you wish for, and telling the System before with choosing when entering (can be done from a Gear Log: The next favorite one is? Its like playing BINGO). You should not get that Bonus every time, but DO NOT add RNG to it, just say with every COMPLETE run the % of gaining increases. Lets say every 10th win you will get the desired Loot for sure! Do not forget we have the 1 Loot each Week rule in there, so no one can gain all within one day. If you change the desired Loot, then the % should be reset, because anyway, you have to wait a week. Even when changing by mistake, I guess 10 runs isnt that hard to do. In Add, the % Does not Reset each Week, which means you can save up for next week when you were Lucky and gotten another piece. We have ~6 pieces, that alone means ~2 Months before completing only ONE Set of Gear. That sounds like a fair time for me!
Edit: The Gear-Log may be a good Idea for a Bonus, when completed a GearSet - but thats another Story...
Last edited by Yukiko; 01-07-2014 at 05:30 PM.
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