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  1. #31
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Malamasala View Post
    Ask yourself why you do endgame content.

    If it is because it is fun, then it is drop lockout that is the best system because you can keep having fun.

    If it is because of drops, then being handed the items in town would be the best approach, since it allows you to have fun with items without wasting time on boring content.

    In no situation is RNG drops desireable.
    Why one or the other? I have fun with friends in coil, and the drop after the kill is a nice addition to help me to contribute more for harder fights. Also there is RNG in Coil. You are guaranteed drops from chests, but you are not guaranteed to not have the same DRG loot every week XD

    Quote Originally Posted by Malamasala View Post
    In no situation is RNG drops desireable.
    Thats your opinion, and you are entitled to it. Doesn't make it true for everyone.

    Personally I like a mixture of lock outs on certain content, RNG on other things. Why does it have to be one or the other? Options on how you want to play the game are better, giving options for both preferences. There has to be artificial time sinks to extend the content due to the fact that, even tho they would love to be able, you cannot create content on a daily/weekly basis and have it to a high quality. One dungeon takes a lot of work to create.

    But, no matter what system they put in place players will complain about it, even if it was the exact same people asking for it in the first place!
    (1)

  2. #32
    Player
    Qfox's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    108
    Character
    Qfox Rythm
    World
    Ragnarok
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by MapleDeepDish View Post
    A healthy game has both content types, in my opinion. In XI pre abyssea we had dynamis, limbus, Assault/Nyzul/Einherjar on lockout. Then sky, sea, BCNMs, HNMs, SCNMs as continuously farm-able content. And yes, this game is young yet and I believe it will eventually have both in abundance. But for its first year of development, they have decided to go totally to the lockout side. As such, it just seems to make more sense for Free Company comradery, friendship and morale to have it be a loot only lockout system.
    this game already showed us the rout they taking on content release and its similar to game we know (World of warcraft) there is single endgame will be release eventually that will take "Top of content" which contain most powerful loot and so on. we will never going to have big table to eat from .. its only what they put in front of you its the thing.

  3. #33
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Updated the OP with some key talking points.


    I've started to lean more in the middle between the two, lockouts vs % based although I still am adamantly against our current incarnation of lockouts (preventing us from playing again for a week). I don't see much of a problem with CT style lockouts where once you obtain an item you can't roll again. Even if some players would stop helping others once they got their loot, it would be a valuable community tool and foster bonds between players more so than now. I'd take someone maybe helping maybe not over always not being able to help once they got their loot/win.

    I'd be happy with a change to either of the two as opposed to our current system.
    (0)

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