Easiest fix for this and Everything is make it where each boss drops a coin, you need all bosses coins to turn in for One pc of gear.. Every time you run this your getting One pc of gear your main needs or for an alt. Simple...
I would make it so that the loot lockout applies to one single run and not just one piece of gear. Basically, you are locked out once you win 1 or more pieces of loot in a single run. So even if you get what you want on first chest, it would be worth staying for the entire run because you could still get more useful items in the next chests. Also, this would mitigate the problem of items simply being tossed aside since people might still roll for something moderately useful since there would be more chests remaining. Once you've won any loot and leave the run, completed or not, you are loot-locked out for the week.
Or they could just do a token system and get rid of the god forsaken RNG all together. This problem will just get worse and worse.
I believe someone has also came up with a similar idea and it just cannot work. There is just to much stuff that can and will go wrong. It sounds good on paper but if we actually had a system like this I doubt it would last very long. Wouldn't be fair to players if they helped beat a boss and they 90k and cannot get back on in time to try and lot on loot. How would you feel if you ran CT 15+ times and your after one piece of gear (cause that's the only point is to fill in).Say we had your system, Your running with your 7 FC mates and you 90k near the end. You are unable to make it and the piece you have been after finally drops, But guess what you can't get it cause you can't get back on would you be pissed?How to solve these situations:
1. No chests spawn until the final boss is downed. Then all chests appear in a horde of loot.
2. Players can vote to concede. A successful vote to concede returns all players to the start of the dungeon and spawns chests for bosses that were downed during the raid. The starting area is walled off.
3. When time limit expires, all players are immediately returned to beginning of instance (which is walled off) and all loot chests from downed bosses appear. Ample time is given to loot chests before the raid is booted from the instance.
PROBLEM SOLVED
The only true way to solve these issues is to remove the loot lockout and implement a higher more strict ilvl requirement. I mean come on ilvl50 for CT is way to low. I've been in a few runs where I'm wondering how the hell are we going to get pass the 3rd boss while at the 1st.
People are scared that Removing a lockout on ilvl80 gear would make ilvl70 craft/darklight gear obsolete they are also correct. But! For SE to solve this which its already to late SE should have put the ilvl requirement to ilvl69-70 for Crystal Tower. There is nothing SE can do to fix CT it's to late. Lets just hope SE learns from their mistakes and when we get future content they will use Feedback from customers and make them correct and stop using lockouts to justify their crappy work.
With the extra tomes from duty roulette people should have no issues with getting DL gear and with the economy going to crap most ilvl70 gear should be pretty cheap across all servers.
And has anyone actually tried to get a single piece of gear last week they needed? I did CT like 18xs and only to lose lot on the piece I was trying for after 10 runs. Gave up after another 8 runs and took a piece I didn't even need/want. Who cares if there are gear hogs? Someone is getting gear faster than me oh noes! People are more concerned with others and how they play than themselves. If someone exhaust content in the 1st week or 10 weeks why should others care cause someone is crying like a baby. But they don't need to keep putting lockouts on everything unless its the best gear you can obtain. If SE were to change the lockout to one piece per 72hrs or hell one per 48hrs that would help and maybe a lot of people wouldn't be so upset over it.
But that's my 2 cent.
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.Asking for the lockout to be removed is ridiculous and will not be done. FFXIV does not cater to hardcore gearhogs; it caters to casual play. One of the first primary reasons for this is the disparaging gap that is created between casual and hardcore players gear-wise. SE stated their primary way of dealing with this is mitigation of end-game loot acquisition. Do not expect them to reverse their stance on this.
If you have a major issue with lockouts, then you can deal with it or leave. Lockouts will continue for the lifespan of FFXIV, so get used to it. They will ease as content progresses, but there will always be lockouts / restrictions on obtaining the top few tiers of gear. So, to get back on topic, to resolve this issue, see my post above regarding post-completion loot drops.
Loot Lockouts are perfectly fine so long as the gear is the best you can get in the game. And to clarify I should say Allagan/Relic. Those should have longer lockouts than lower ilvl gear. Crystal Tower lockout since its ilvl80 should have been 24hr/48hr/72hr but a whole week that's stupid....
Last edited by Arkista; 12-25-2013 at 05:09 PM.
I didn't know Crystal Tower was released yet. Thought we were only in the Labyrinth before it.
MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.
Llyren: Lala Tanks hit point density levels attract small planets
Indeed - We should all get used to XIV having a lack of content...what, you thought lockouts was there just for the hell of it and not to try to mask the fact it's to artificially extend content available? By the way, most MMOs with lockouts eases lockouts as more content comes out - they only put in lockouts on loot itself to try to keep content from being played out too quickly so players will have something to "strive" for.
I'm pretty sure even you would get tired of an MMO where every bit of content and loot you wanted to do had a lockout attached to it, anyone in their right mind does unless, of course, they only play 2 hours every 5 days. Sooner or later, it's going to end up like this:
- Log in
- Do Content #1, obtain loot..Locked out for a week on gaining any other loot.
- Rotate.
- Do Content #2, obtain loot, locked out for a week on the content itself.
- Rotate
- Do content #3, obtain loot (or not), locked out for a week on even entering.
- Rotate
- Do content #4, obtain loot (or not), locked out for a week.
Sooner or later, you'll be completely locked out of a lot of content unless you absolutely love leveling everything or rerunning storyline missions for fun or to help people as your daily roulette and beastmen dailies would have been done by now as well. What are you going to do for the rest of the week when you're locked out of everything? It's simply a way to gate content to keep it from being burnt through - Some developers openly admit it, others try to mask it just like developers these days try to mask Quest Grinding. You love this system as your replies make very clear, that's fine, but it's very clear it's only being done due to a lack of content.
What you seemingly forgot (or never knew) is that CT's gear was the step from DL > Pre Coil, yet Coil has existed for 5 months which means SE gating CT gear is...more than obviously done to keep us busy for the next 3-6 months. Same with Primals, there were absolutely no reason to make the primals also have a 'lockout' when people cleared all of that along with HM dungeons and new dungeon on the first day or two.
Last edited by Tupsi; 12-25-2013 at 05:57 PM.
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