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  1. #6
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Menriq View Post
    Not I that I disagree with you, but looking at this from a different perspective, isn't this actually helping create a better community? Let's say you could run others through the instance. That means for the most part, you are a self contained unit since you wouldn't really need to go outside your FC / LS for people; you would just pull from within. However, in the scenario you provided, your friends are now part of another circle (assuming when they left, it wasn't a ragequit). Now you have a contact in another FC / LS that you can use to build relationships. I would talk about this opening a new can of worms of selling turn's, but that is whole different (yet somewhat related) can of worms.
    Depends on if you want a game where hundreds to thousands of people play together and interact with one another (an MMO)
    ...or if you want a game that is a collection of 8-man teams that are self-contained and need little-to-no outside input (an MO).

    Personally, I want to have a FC that is more than 16 members, but if I can only recruit them in groups of 8, it's not feasible.
    I have nothing to offer the 1-2 people I get interested at a time, besides a Titan X clear - that they literally never need to do again.

    I guess I do agree with you about selling turns, though. I mean, the obvious "gamey" solution here would be for there to be a dummy team (of alts, even) that just cleared it 1/week, then rep in 1 member who can actually lot ALL the gear. So 1 person would actually gain 2 pieces of gear per turn per week. That's if the group wants to run the dungeon 8x (or more) just so they all maximize all the loot they can gain per person (and don't care particularly what drops they get in what order). Trust me, I've thought of the cons. I would not put either these methods by the upper echelon of players.

    However, I still hate seeing my friends struggle to clear Turns and being next-to-powerless to help them. I'm tired of Coil drama that is only a result of Coil mechanics, not players themselves.
    (3)
    Last edited by Shai; 04-24-2014 at 08:40 AM.