Short Version: So?
Longer Version: People are selling T5 on my server for 1m. It takes days (at least 2-3) of playing several hours per day to make 1m gil. T6+ would cost even more plus the carry groups need to be skilled enough and geared enough to completely carry another person (which isn't going to happen overnight). From a business perspective, SE still has people playing the game all the time, except they can actually play the game they're pay for the way they want (God forbid).


You talk like SE doesn't agree with what he just posted, they do but get ignored as people are determined to project their own vision for the game as anything but their own vision. Going to continue reposting this until people stop ignoring it.
http://www.bluegartr.com/threads/120873-F.A.T.E.-in-Tokyo-%284-26-4-27%29-Translations
From their perspective, they care about people selling runs of current raid content.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.


It would be nice if there was some way to get around selling runs. In pretty much every MMO I've played, there have been groups like this... While I find nothing wrong with it, I basically wish it wasn't necessary or at least wasn't possible.
It's not that I don't think people shouldn't buy these "services", it's just I feel they shouldn't have to. It kind of reflects my main point of having a static group is a good thing. The fact that people feel the need to buy runs of current content just shows that people have aversions to getting in a actual group and having to socialize or they were in one at some point and it didn't work out. I think very few people are unable to actually perform current content. Mostly I think they either don't want to do it or just think it's not worth the effort (because well, there is always some new content that is going to make it obsolete). But if that's the case, why do people even play games? It's the same deal with RMT, why pay someone else to play the game for you. It's for entertainment, if it isn't fun, why spend the money in the first place? If it isn't fun, you should spend money on something that is fun.
I didn't say they didn't care, I said they shouldn't care.You talk like SE doesn't agree with what he just posted, they do but get ignored as people are determined to project their own vision for the game as anything but their own vision. Going to continue reposting this until people stop ignoring it.
http://www.bluegartr.com/threads/120...9-Translations
From their perspective, they care about people selling runs of current raid content.
But companies can have tunnel vision about what the customers want. Henry Ford didn't see the need to sell cars in different colors, for example, and did you know that computers were criticized also? That's right, because surely there would "be no market" for them. SE is just wrong here. That's all there is to it. They're like a bad dungeon master in a game of Dungeons and Dragons that tries to funnel players into their way of playing.
SE talks about "alternative progressions paths" well crafters buying wins from their sales profits is an alternate path (and they've trivialized crafting anyway, so why not let crafters do this?).
Envision it this way (forgive me while I make up some numbers):
Scenario #1 (current system): You play for 10 hours per week to gear up from new Coil with your Static. Other players are forced to do this also so # of players times 10 hours per week = total play time.
Scenario #2 (loot lockouts instead of turn lock outs): You play for 10 hours per week to get up from new Coil AND you also sell runs to other players for some number of hours per week. Your buyers play for 10 hours per week to afford your fee = an increase of total play time that depends on how many hours you want to play extra to sell runs. The only way this doesn't lead to an increase in play time is if it takes the players who are buying runs less time to make the money than it does for a player to gear up without buying a run. I don't think we have to worry about this LOL
As a business, SE wants to make money, that means they want people to keep subbing. People will keep subbing if the game is A) Fun and B) They can do that fun stuff on a regular basis. Both these things are more true in Scenario 2 than Scenario 1 and here's why: Players that are selling runs get to play the content more often (and enjoy being badass enough to sell runs) and players that are buying runs get to enjoy playing the way they want AND they get to enjoy their cool gear also (not because they didn't earn it but because the earned it in a different way).


I don't think it would be bad per-say but, if you did CT when it had a individual loot lockout you remember, it was rather frustrating. And, where-as I'm good running it just once, now I'd have to run it multiple times, even if I got my loot, cause I'd of course want to help my friends I run with that didn't get theirs. Not saying it's going to be a bad thing just, kind of the reverse of what I think would motivate people to run a raid. In the sense, they don't really want to run it even once, with a individual loot lockout, it would mean multiple runs of something they already don't want to do...dunnoI still dont get it why new Coil didnt had lootlock that locks your item drops even if you dont get anything on firstrun, this would allow groups to help leftovers while still disabling selling runs as it has RNG involved and you still get only one-shot for it every week.

When did things change? Like ten years ago, I remember people would get really excited about the prospect of getting in a large group of people and doing something together when they reached max level. Now everyone seems to want to play alone or in small groups only.
The big question is, what diminished the raiding in this game? Was it marginalizing the loot or just the state of MMOs these days? Why do people prefer to play a online multiplayer game mostly alone or with maybe just 2-3 other people? If you can get the best gear just by farming alone, it's quite a lonely game.It's not even really a time-constraint issue when the main raid can be done in one night over maybe two or three hours! Even that is "too much" for most people to consider doing, while 8hr atma farm fests are perfectly fine time wise.
Older MMO players like me don't understand... lol
I agree completely. And I blame SE and their choice of how to frame end game content. We don't have Dynamis anymore, that was THE BEST part of FF11 before I quit playing. We had no one be late or no show for over a year for Dynamis runs, now you can't even go a month w/out that happening. I can't even find enough people on Sargatanas to form a static raid group during weekday EST hours...and it's because people are already in a group and noobin around having shitty luck with no clears. If we could have larger groups this would encourage players to form up en masse and have a good time together! I'm so mad about this small group only policy SE seems to have adopted, it's ruining FC's, static groups and souring so many "old" players on the game in general. I JUST DON'T GET IT!
The real question is, why is FF14 the only MMO with this issue?



I hope that the next update finally adds alliances and the ability to make full 18 person parties. This is a key feature missing from the game right now.
|
|
![]() |
![]() |
![]() |
|
|
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.


Reply With Quote



