Page 1 of 2 1 2 LastLast
Results 1 to 10 of 19

Thread: FC vs Group

  1. #1
    Player
    Hairo's Avatar
    Join Date
    Sep 2013
    Posts
    60
    Character
    Hairo Ayam
    World
    Odin
    Main Class
    Lancer Lv 50

    FC vs Group

    Hi all,

    Just wanted to give some feedback and maybe start a discussion on this?

    Currently I think the game empowers a group of 8 players (static) a bit to much and alienates these individuals from the whole FC experience.

    As it stands now a FC cannot do alot together in terms of progressive content eg Coil for now.

    You can argue that well they have primals but primals to me are not enough and even then the 8 static members (coil group) will most likely take their their 8 members in.

    In the future i would really like to see more content that we can do as a FC eg 24 man or 16 man or even 40 man that are considered coil level worthy.

    Most people will say in the future turns 1-5 will not have any lockouts, but lets be honest to ourselfs majoirty of the player base will quick catch up and then you'll fall back in to the 8 man static trap for turns 6+
    (13)

  2. #2
    Player
    Zaels's Avatar
    Join Date
    Aug 2013
    Posts
    453
    Character
    Aeryn Zael
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    The problem is the coil lockout system is terrible in design. Here's a few reasons why.

    - Like you said it makes it a lot tougher for FCs to include everyone in raid groups. More of then than not someone will be left out. This wouldn't be as much of a problem if FC members that already completed coil can go back and help the others that want to get them done. I'm one of the leaders for my FC and it really pains me to be unable to include everyone that wants to do coil into our coil group because there aren't enough people who main tanks to form more than one raid group. Go level a tank you say? I'm working on that myself and it will honestly take about a month to get a tank geared up well enough for coil because of the other time-restricted lockouts.

    - The design also conflicts greatly with the ratio of tanks to total players. There are simply way too many DPS/healers compared to tanks and this is made evident by the DF queue timers. What tends to happen is that the good tanks will easily get into static groups, while the others just get left out hoping that maybe some tanks will join their coil groups in PF. Because these tanks cannot join or help other coil groups once they're done their runs, a significant number of people have to be excluded by design.
    (4)

  3. #3
    Player

    Join Date
    Jan 2012
    Posts
    518
    Quote Originally Posted by Zaels View Post
    Because these tanks cannot join or help other coil groups once they're done their runs, a significant number of people have to be excluded by design.
    Indeed, SE's ability not to see the totally obvious result of some of their asinine game mechanics is truly astounding.
    (3)

  4. #4
    Player
    Kyoskai's Avatar
    Join Date
    Dec 2013
    Posts
    132
    Character
    Kyoskai Darklaw
    World
    Ultros
    Main Class
    Marauder Lv 50
    Give them some time to fix things and update the game, maybe get a feel for a real solid way to do things.
    (or don't, I don't care.)
    <3
    (1)

  5. #5
    Player

    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    324
    Crystal Tower is becoming open to Free Companies soon, isn't it?
    24-man races, begin!
    BCoB is unlocking in patch 2.2 so players can run 1-5 without being locked out.

    I feel there is no issue with the sizes of dungeons and players being able to queue for content.
    Yes, the perfect size currently is 8. If you have 7 really good and consistent friends, you'll be laughing and destroying content all over the place.

    If you have 7 unreliable friends, being in a FC with 100 people means you have substitutes, people on different stages of progression willing to help you on on your second relic, and other dungeons.
    However, more 24+man content would be incredible...
    (0)

  6. #6
    Player
    Hairo's Avatar
    Join Date
    Sep 2013
    Posts
    60
    Character
    Hairo Ayam
    World
    Odin
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Kyoskai View Post
    Give them some time to fix things and update the game, maybe get a feel for a real solid way to do things.
    (or don't, I don't care.)
    <3
    just to make sure everyone understands this isn't a moan thread, i really want to highlight what i think is an issue at the heart of Free Companies or guilds. If people disagree with me then please comment, maybe am missing the point.

    I really think its very unhealthy to just have 8 man static content, am scared the longer it goes on the more the wider in the FC will gaps appear and the more issues it will cause.

    by the way someone might highlight that CT will be 24 man (how far away is this?) , but my understanding is that it will always be lower then coil, so other then clearing it once with your mains, this will become an ALT area like the currently CT.

    Quote Originally Posted by UlricCraft View Post
    However, more 24+man content would be incredible...
    And this is what i want to see aswell, more to do and more to aim with that is centered around the FC.
    (1)
    Last edited by Hairo; 02-17-2014 at 07:54 PM.

  7. #7
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    I think the cristal tower was made the right way. For future coil turns or content lockout, SE should just lock reward once you complete the content.

    Let's say someone completed T6 & T7 on Monday. They have lotted (or not) and got a few of the new tombstones. Then a friend of theirs come and want to run T6, but is 1 tank short. They should be allowed to come again in T6, though they won't be able to lot (pass only, wether they obtained a lot or not in their 1st run of the week) and won't earn any tombstone.

    This way the reward lockouts remain (which is the primary reason why we can't do coil more than once a week) but people will still be able to help each other to progress
    (2)

  8. #8
    Player Yurikitty's Avatar
    Join Date
    Aug 2013
    Posts
    342
    Character
    Yuri Shineko
    World
    Leviathan
    Main Class
    Conjurer Lv 80
    I dont know about your FC but ours does stuff together all the time, to the point of excluding pugging most everything. Two coil groups, a half alt coil group, CT runs, map runs, Primal runs, dungeon runs... I dont get these people that only do statics, you are giving up community and working tword a goal for a group of players (the FC) Yeah sure I would like to be able to take 2 full groups into CT, but not being able to do that one thing doesnt make my FC useless or unnecessary. I do agree that to many statics are around and to many FC's are made up of 12 or less people, and it saddens me, but Im so glad I have my FC, my super active, super social FC, and I wouldn't trade that for the best static group running right now.
    (0)

  9. #9
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    The whole design of this game honestly is anti guild. It is based around lowman statics.

    Until the devs stop designing content with absurd lockouts and 8man min/max the problem is unsolvable.

    As guild leader it is not fun every Monday to decide who is forced to pug and who gets to run with their guild. The fact that we to do this shows the failure of the design of the content as a whole.
    (1)

  10. #10
    Player
    jlewiss's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Jordan Lewis
    World
    Mateus
    Main Class
    Arcanist Lv 80
    Although it doesn't really fix the problem of doing 6-9 adding 1-5 to the DF will be a big help. The main problem with not being is a static is that your reliant on running with people in the party finder on your server only which for people that don't get it done right away (by tues/weds at the latest) means your more then likely sitting at whatever turn you did manage to get through for the rest of the week.
    It does hurt feelings when you see people forming statics within a FC and it sucks even more when you see FC members that are fully geared but have never been in coil because they can't get a group because they play on a wonky day. There are very few if any practical ways ATM to deal with the situation and it's just one of those unfortunate things that you have to hope your on at the same time as other people who want to run coil. It's really a shame though.

    My biggest hope for 2.2 is that in 6-9 even if you finish a turn you can go back and help others with it at the penalty of no loot.
    (2)

Page 1 of 2 1 2 LastLast