I once talked with a friend who also wanted a loot lockout system for Coil, similar to CT. I said it would not work for the longevity of the game, and here's why.
Dungeon lockout system (assuming you are clearing T6 - T9 regularly every week):
- You get a total of 7 armor pieces, and 1 weapon piece. You also get a total of 2 Sands, 2 Oil, and 1 Unidentified Allagan Tomestone. This means in total, you are getting 13 pieces of loot per week.
- There is also a high chance of redundant gear, meaning that you might get gear your group cannot use. For example, Monk gear in a party with no Monks. This is at the mercy of RNG however.
- Assuming that you would get redundant gear about 25% of the time in average, your group is getting 32 pieces of gear after 4 weeks, of which at least 8 of them are unusable. Split among your 8 members, that's an average of 3 pieces of gear per person after 4 weeks.
Loot lockout (CT system, assuming you can clear T9 as well):
- Each member gets 1 guaranteed loot per turn, per week. This equates to 32 pieces of guaranteed gear per week. Not counting the 2 Sands, 2 Oils, and the Unidentified Allagan Tomestone (to be honest, I don't even know how a lockout would apply for the Sand/Oil/UAT).
- There is zero chance of redundant gear.
- After 4 weeks, your group gets a total of 128 pieces of gear. Each person gets 16 pieces of gear after 4 weeks - enough to fully gear a class.
If we go down the CT route now, what's left after 4 weeks?
Also, the faster you gear, the faster the turns will be beaten. There's still many groups out there working on T9, some still on T8. Making them easier won't appease those looking for a challenge, since once you have cleared the hardest content in the game, there's really not much else left to play for. Back in 2.1, many of my friends quit the game after they cleared Twintania for 2 or 3 weeks in a row.
I understand the sentiments of those who want to play with friends, I do too. But I see the Coil lockout as a necessary evil for the game, otherwise people will freeze their subs much earlier, and SE will lose subscription revenue.
Maybe my maths is bad and numbers are certainly off, but I'm just throwing out my reasons there.
Although judging from this quote, you don't seem to care about the health of the game in general...
Not to mention that SE clearly does care about the possibilities of abuse, and they're the ones that get to make decisions.
I keep seeing these people who like to say that switching Coil to the CT type system will kill the longevity of the game. Did we forget a major point to this game, the armory system? Take your longevity argument and multiply it by 6 for each gear set. Suddenly your 1 month doom and gloom becomes 6 months, really 13 weeks per class since the lockout will be 1 piece from any turn per week. And to those that say "But I don't want to play multiple classes!", don't complain about having nothing to do then, the opportunity is there, your choice to not take part is on you.
Last edited by Awrini; 05-29-2014 at 02:03 PM.
Or you level 6 alts and are still done in 1 month......... unless you want the loot lock to be account bound for some crazy reason.I keep seeing these people who like to say that switching Coil to the CT type system will kill the longevity of the game. Did we forget a major point to this game, the armory system? Take your longevity argument and multiply it by 6 for each gear set. Suddenly your 1 month doom and gloom becomes 6 months, really 13 weeks per class since the lockout will be 1 piece from any turn per week. And to those that say "But I don't want to play multiple classes!", don't complain about having nothing to do then, the opportunity is there, your choice to not take part is on you.
http://www.bluegartr.com/threads/120...9-TranslationsI keep seeing these people who like to say that switching Coil to the CT type system will kill the longevity of the game. Did we forget a major point to this game, the armory system? Take your longevity argument and multiply it by 6 for each gear set. Suddenly your 1 month doom and gloom becomes 6 months, really 13 weeks per class since the lockout will be 1 piece from any turn per week. And to those that say "But I don't want to play multiple classes!", don't complain about having nothing to do then, the opportunity is there, your choice to not take part is on you.
From the mouth of the man who is the authority on what the point of the game is. As I said before it's groundhog day, there is no more sure of a response as this but people aren't going to let it go and demand the devs repeat themselves.Attendee: With the one week lockouts on all of the end-game content, I feel like the armoury system is completely useless.
Yoshida: With the second coil, it's set up so your progress is saved and reset each week, with the idea being that you challenge it on your main job and take rewards for that job, and only take rewards for other jobs once other players dont need them. Are you talking about the fact that your job choice is limited?
Attendee: Honestly, it's not even so much about the rewards, I'd just like to participate in it again.
Yoshida: Hm?
Attendee: Once I clear the content in one week, I'd like to be able to at least try on another job.
Yoshida: You mean in the sense that you can help other people. In that case, our concern is that by being able to excessively help other people by going around with groups that can't clear the content on their own yet, the hierarchy of the more and more powerful items would be broken too quickly. We worry about this and this and the development team does understand the current circumstances. It's really a difficult question to answer, but that's why we've chosen our current policy and we'll continue to mitigate it in stages.
Fair point, but this won't solve the subscription issue. There's going to be those people who will say "I only play healer/black mage". Once they're done with Coil after 4 weeks, they'll quit the game due to lack of anything else to do.
Main thing here is retaining subscriptions. Armory system is nice and all - I have about 4 or 5 classes myself.
Also, you will notice that people still run Binding Coil for gearing their alt right now. If everyone geared their other classes by the time 2.2 kicked in, who would be doing Binding Coil now?
are the 7 ppl will get everything?8 players go into coil turn, gets 2 drops plus sand/oil/tome and gets distributed. They get out, one member leaves, a new player joins.
They clear the turn again and 2 drops plus sand/oil/tome drops again. 7 old members can't roll on it, the new player gets them all?
How does this not sound exploitable?
only 1 - 2 if all 7 cant roll then they already done looting for the week
Lol, since you guys are all worried about and 8 alts abuse with loot then may i purpose this instead? How about Coil simulations? It doesn't drop loot at all and it's soul purpose is to teach players how to play the content. You'll be able to run it multiple times, that way people can dish out all of their trial and error through the simulations before tackling the real raid.
In addition this will allow FC's a way to teach members how to beat coil without the penalty of being locked out of the raid for the week.
This would mean FC's would clear Coil 6-9 in 2 weeks. Not just a clear, a farm clear.
Lets just consider that making a group, finding people to play with are all part of an MMO. Be assertive.
It's so much about loot these days.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.