Guess why we also get tomes from dungeons/raids...What I'm saying is that in a game where progression is measured by your stats (gear), it's incredibly disheartening to see no progression after months solely due to RNG. The point is that CT's loot method keeps the RNG factor while reducing the frustration of hitting a brick wall.
Everyone seems to be assuming that with multiple chances, you'll be guaranteed to get a drop. It doesn't work that way unless you have 40+ hours a week to spend on here.
So we can gear up even if RNG screws us over.
I already said that I prefer the CT loot system more than Coil system. so they can do 100% drop and no 1% drop like the other boring MMOs, I'm fine with that.
but with the Coil model, why should everybody waits for those people who have no time to play the game? Is that our fault? now I'm paying $10 a month just to play the game on Mondays then offline for the rest of the week because I have to wait for the casuals. make no sense.
What they mean by "100%" is that there is a 100% chance that SOMETHING will drop for the group as a whole. Doesn't mean something specifically that you can use.I already said that I prefer the CT loot system more than Coil system. so they can do 100% drop and no 1% drop like the other boring MMOs, I'm fine with that.
but with the Coil model, why should everybody waits for those people who have no time to play the game? Is that our fault? now I'm paying $10 a month just to play the game on Mondays then offline for the rest of the week because I have to wait for the casuals. make no sense.
If they remove it there will be no grind and then all the forum cry babies will be even more bored.
make it like Ct and then people will have nothing to do after 13 weeks. Total garbage
As much as people dislike lockouts in general, I think the CT style lockout works much better for people than the current Coil lockout. Any FC without exactly 8, 16, 24, 32, etc. members wanting to do Coil would benefit greatly. We've got a couple people who only get to run with the FC if someone else is absent. The current Coil lockout makes things very rigid and unwelcoming. I'd personally really appreciate the CT style lockout. The only concern I'd have is it would remove a lot of relevance from the new dungeons that they're adding. I think almost anyone who was able would just get all their tomes from repeating Coil assuming the content is comparable to what we have now.
EDIT: I don't think gearing up at a rate of 1 Coil piece per week would be too fast. 13 weeks would be about at the next patch, and thus halfway to the next Coil patch. You'd also only be completely geared out on one job if you managed to get the pieces you were after to drop (far from 100% even if it's repeatable) and could complete all of the turns. Tome gear (and perhaps some other sources) can fill in a bunch of gaps, of course, but unless you're talking about being able to gear out every job available well before better gear is added I don't think there's a problem.
Last edited by Nutz; 03-11-2014 at 05:22 AM.
As much as people dislike lockouts in general, I think the CT style lockout works much better for people than the current Coil lockout. Any FC without exactly 8, 16, 24, 32, etc. members wanting to do Coil would benefit greatly. We've got a couple people who only get to run with the FC if someone else is absent. The current Coil lockout makes things very rigid and unwelcoming. I'd personally really appreciate the CT style lockout. The only concern I'd have is it would remove a lot of relevance from the new dungeons that they're adding. I think almost anyone who was able would just get all their tomes from repeating Coil assuming the content is comparable to what we have now.
EDIT: I don't think gearing up at a rate of 1 Coil piece per week would be too fast. 13 weeks would be about at the next patch, and thus halfway to the next Coil patch. You'd also only be completely geared out on one job if you managed to get the pieces you were after to drop (far from 100% even if it's repeatable) and could complete all of the turns. Tome gear (and perhaps some other sources) can fill in a bunch of gaps, of course, but unless you're talking about being able to gear out every job available well before better gear is added I don't think there's a problem.
One drop of loot per turn er per all of coil? If it was per-turn i can see it being easily abused. Who wouldn't use this method to ensure they got either pants/legs first for their job. (It is the most expensive piece with myth prices.) This is most likely why Coil has the loot method it does now.
Last edited by Mardel; 03-11-2014 at 05:31 AM.
This is the situation my FC is in as well and I hate it. I can understand the reasons why but it's still really inconvenient.As much as people dislike lockouts in general, I think the CT style lockout works much better for people than the current Coil lockout. Any FC without exactly 8, 16, 24, 32, etc. members wanting to do Coil would benefit greatly. We've got a couple people who only get to run with the FC if someone else is absent. The current Coil lockout makes things very rigid and unwelcoming. I'd personally really appreciate the CT style lockout. The only concern I'd have is it would remove a lot of relevance from the new dungeons that they're adding. I think almost anyone who was able would just get all their tomes from repeating Coil assuming the content is comparable to what we have now.
Since that interview brought up battle balance, they could just balance later turns around having more Coil gear. I'm sure most everyone would like it to be challenging. If stones become an issue they could just make the stone reward for your initial clear for the week or something.
Last edited by Estellios; 03-11-2014 at 06:07 AM.
The problem is that the game would be flooded with rare items even with low drop rates- because content is so freaking easy.
Is not the lockout for T1-5 being removed?
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