


If that is that case then this means that there isn't enough content to justify the subscription fee. This looks more bad on the devs than the players.


I'd rather have nothing to do because I've completed the content than have nothing to do because I can't do the content.
If you're not in a static you have to tear your hair out with crap PUGs and that is no fun. I want to be able to raid with my FC but I can't because the two statics are full and plans for a third have been axed. I don't mind finding a new one but I've been advertising for a new static for over a week with no success. The hardest thing in this game isn't T9, it's finding a group to do it with.
If anything will make me cancel my subscription it's the way end-game is setup. I'd be gone already if it weren't for the fact I run one of the biggest FFXIV fan sites.
I fully support a loot lockout over a content lockout.
Edit: Also concerns about people selling runs are ridiculous. If top tier content is so poorly designed that 7 people can carry an 8th then the content is too easy and that's SE at fault not us. Primal carries work because they aren't top tier content, you shouldn't be able to carry anyone through T6-9. If you can that's a separate issue entirely.
Last edited by Xenor; 06-27-2014 at 05:46 PM.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
It would be so perfect if they changed the coil lockout to loot lockout like in CT, only one loot per person per turn each week. Then there would be no segregation within an fc. There will be no coil group 1 or coil group 2 but everyone could play with anyone at anytime. With the way coil lockouts are right now, if you've beaten turn 9 and are on farm each week, you just log in on Tuesday and spend like 1-2 hours to do t6-t9 and then you're done for week. You can't do those turns again even if you wanted to.
This is what I was coming here to say.It would be so perfect if they changed the coil lockout to loot lockout like in CT, only one loot per person per turn each week. Then there would be no segregation within an fc. There will be no coil group 1 or coil group 2 but everyone could play with anyone at anytime. With the way coil lockouts are right now, if you've beaten turn 9 and are on farm each week, you just log in on Tuesday and spend like 1-2 hours to do t6-t9 and then you're done for week. You can't do those turns again even if you wanted to.

How you prevent sell run still?It would be so perfect if they changed the coil lockout to loot lockout like in CT, only one loot per person per turn each week. Then there would be no segregation within an fc. There will be no coil group 1 or coil group 2 but everyone could play with anyone at anytime. With the way coil lockouts are right now, if you've beaten turn 9 and are on farm each week, you just log in on Tuesday and spend like 1-2 hours to do t6-t9 and then you're done for week. You can't do those turns again even if you wanted to.
People are selling runs right now everywhere and it's perfectly normal. To me, I think buying runs is alternative for people who don't have a good fc to run with. They spend their time farming gil instead of spending their time failing with pugs. Either way, it is a means to complete the runs. People could either choose to spend time farming gil or practicing with pugs.



This is actually the first good idea I've seen in this kind of thread.It would be so perfect if they changed the coil lockout to loot lockout like in CT, only one loot per person per turn each week. Then there would be no segregation within an fc. There will be no coil group 1 or coil group 2 but everyone could play with anyone at anytime. With the way coil lockouts are right now, if you've beaten turn 9 and are on farm each week, you just log in on Tuesday and spend like 1-2 hours to do t6-t9 and then you're done for week. You can't do those turns again even if you wanted to.
Is that really a necessity? Is it your business what other players do with their gil?



But... I wrote that same idea in the opening post... what the...
if a player can't pull his weight when you aren't over-geared, it's very hard to sell him wins. Eventually everyone can sell runs though.
Last edited by Majidah; 06-23-2014 at 01:53 AM.
|
|
![]() |
![]() |
![]() |
|
|
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



