Results 1 to 10 of 1287

Hybrid View

  1. #1
    Player
    ToffeeCoffee's Avatar
    Join Date
    Dec 2013
    Posts
    276
    Character
    Chai Latte
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Iriadysa View Post
    I really believe the major problem with SCoB is, indeed, the lock outs. This alone is what causes the "static only" mentality, which makes the SCoB such exclusive content.

    Obviously the intention is to make content last longer by stretching the amount of loot you can get in a single week and while I hate this idea, I suppose it's understandable that it's either this or really low drop rates. Seems unrealistic to expect them to be able to pump enough content for player consumption. The alternative would be to follow CT's model and give one drop per week instead of one clear per week, but I'm not even sure if this would actually help move people away from the "static only" mentality.

    I'm honestly not sure what the solution to this is. Not the OP though, that's for sure.
    I think lower drop rates (chance for nothing to drop) with dungeon cool-down is a much better option than the weekly single clear lockout. Players get to learn, experience and enjoy the content and aren't able to gear out so quickly. Addresses two issues there and then. Only people who might not like that are the easy clear hardcore farmers.
    (3)

  2. #2
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by ToffeeCoffee View Post
    I think lower drop rates (chance for nothing to drop) with dungeon cool-down is a much better option than the weekly single clear lockout. Players get to learn, experience and enjoy the content and aren't able to gear out so quickly. Addresses two issues there and then. Only people who might not like that are the easy clear hardcore farmers.
    Also add that you only get 1 hr to do all of it if not you're locked out for the week.

    To bad there's no hardcore option of, if you die you character dies forever.
    (0)

  3. #3
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by ToffeeCoffee View Post
    I think lower drop rates (chance for nothing to drop) with dungeon cool-down is a much better option than the weekly single clear lockout. Players get to learn, experience and enjoy the content and aren't able to gear out so quickly. Addresses two issues there and then. Only people who might not like that are the easy clear hardcore farmers.
    Welcome back to FFXIV 1.x, no thanks!
    No Drop is bad Gamedesign.

    Quote Originally Posted by Gormogon View Post
    To bad there's no hardcore option of, if you die you character dies forever.
    Lets add this and we will see all those so called Hardcores whine about "Content is too hard"
    (0)
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  4. #4
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Yukiko View Post
    Lets add this and we will see all those so called Hardcores whine about "Content is too hard"
    They could already start doing it. Every time they die they have to delete their character and start fresh. Guess it is too hardcore that they wont do it.
    (0)

  5. #5
    Player
    Iriadysa's Avatar
    Join Date
    May 2014
    Posts
    123
    Character
    Iriadysa Daenar
    World
    Malboro
    Main Class
    Marauder Lv 50
    Quote Originally Posted by ToffeeCoffee View Post
    I think lower drop rates (chance for nothing to drop) with dungeon cool-down is a much better option than the weekly single clear lockout. Players get to learn, experience and enjoy the content and aren't able to gear out so quickly. Addresses two issues there and then. Only people who might not like that are the easy clear hardcore farmers.
    If cooldowns were to be implemented, you'd have to add them upon completion of the encounter, otherwise a number of undesirable problems arise which are heavily documented on any other MMO that uses them.

    While lower drop rates would help with participation rates as well as keeping the content "current" for a certain amount of time, my experience tells me that it leads to frustration and it's not really going to create a happier player base than what we have now.

    I wish I could propose a solution, but I don' t have one. I feel CT's model is less frustrating, but I don't really have any evidence that it would break with the "static only" requirements of SCoB.
    (0)