Yah I could see a hybrid style lockout. You aren't locked out of running the Turn, but after your first run through the Turn you're loot locked regardless of whether you got a drop or not..
Yah I could see a hybrid style lockout. You aren't locked out of running the Turn, but after your first run through the Turn you're loot locked regardless of whether you got a drop or not..



It does involve the ability to play that specific content, and yes it limits how freely you can go about assisting others in clears beyond words/videos.
However, you are wrong in it having nothing to do with loot, as it does in fact add another layer of restriction on loot. Therefore, it seems intentional.
Player lockouts are bad if used heavily, as it will lead to people not having much to do once they've cleared it. In the case of XIV, a player lockout is being placed only on the highest ilv content.



Personnally, I'd prefer a harder loot lock out :
Free entrance at any turn (once cleared ofc) but you can lot only at your 1st entrance. Shouldn't be too hard to adapt the CT code from "only pass lot when 1 item looted" to "only pass loy when 1 run cleared"

It would just get abused once people had the turns on farm status. Groups could just level an alt each and take their mains through one at a time. Would mean 32 drops per group per week.

Just a very few would do this, as on top of leveling this alt, you would also need to gear it up to be able to complete the raid.
That's not a problem imo.
That's a LOT of work a group would have to do to "abuse" the system. Not to mention the drops are still pure RNG.
Very few people will benefit from that versus the many that will benefit from the hybrid lockout.
I personally think the current coil system is terrible because it forces players to be left out by design. There is NOT a ratio of 2 DPS per 1 tank that wants to do coil. For every DPS in excess of two per tank that wants to do coil, that's about how many players will be forced to be left out.
Ofc it will.
If you are that desperate to help people outside your fc, level a whole new character to 50 and you wont be having lockouts. In 2.2 you can easily get the guy up to i90 gear in coil 1-5 anyway since no lockout or myth cap.
All this is why we have lock outs. It has been a staple in MMO for years.Two bad things would happen:
1. Players would fully gear in a week and complain about lack of stuff to do
2. FC's would sell coil runs more than they do now
They should just allow it to be spammed like CT with one drop a week. Runs will still be sold; but I don't really care if bad players have good gear. I don't think they should ever not have some kind of soft cap on end game content; it'll become obsolete too fast.

Poeple are complaining about nothing to do with the lockout so what's the difference?
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