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  1. #81
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    For the many parts of your question. Yoshida already mentioned those answers before in his numerous weekly letter, so before you write your own letter, you should probably read them first as a manner.

    As for coil weekly lock. I don't know. I think there is a pro and con. By locking it weekly, it is less boring that way, if you have item-lock instead, it may bring trouble that you gonna need to repeat the whole thing again and again until everybody in your static get the loot they want. This could make your static repeat the content from 2-10 times until stuffs drop for everybody, which could be troublesome task. Another thing is probably that they want people to not getting carried up I guess. The ideal method in End-game during FF14 1.0 is that you could make a party of 6 pro to cover 2 newbies and win the fight. Those newbies doesn't need to learn from the start and thus, only take 1 day to win, while the people who carry them spent many weeks to learn. As I said that this isn't necessary a bad thing, but it could be annoying for those who are semi-forced to help other by their FC rule. I just learned this later from old people I knew that they feel like to have 2.0 system of lock-out rather than the old system, because they want people to learn the content with them together from fresh until pro. He think that it is more fair this way comparing to 1.0 where most of LS members refuse to play new content and only wait for carried up.
    (0)
    Last edited by Alise; 06-26-2014 at 10:38 PM.

    FFXIV : ARR all instance boss gameplay video can be found here..
    http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0

  2. #82
    Player
    Kerrigen's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    225
    Character
    Ebi Frye
    World
    Ragnarok
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Alise View Post
    it may bring trouble that you gonna need to repeat the whole thing again and again until everybody in your static get the loot they want. This could make your static repeat the content from 2-10 times until stuffs drop for everybody, which could be troublesome task.
    Do people really need a built-in system to prevent them "having to" farm content now? Also, without a lock out, statics wouldn't be as prevalent/necessary as they are now. Which is the point, I guess.
    (0)

  3. #83
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Brainberry View Post

    The reason why people want to have the weekly lockout removed from SCOB is because they want help getting loot, lets be serious, and you can actually already do this with alts. Its already bad enough they're starting to nerf past encounters with echo and making new encounters easier to down(like Levi Ex). This community just wants everything handed to them and its pretty pathetic. But as for more large scale encounters I would love to see that also, but they wont be as challenging as 8 man content due to balancing issues.
    Well.. if they can complete the content... what is the problem. They could use the lockout to carry people now... or not. In the end, the group has to be able to complete the encounter to get loot. The only thing a lockout does is prevents players from repeating the encounter more than once a week- it's a time block, not a skill block. So why bother? It's nothing more than an artificial barrier to extend content relevance.
    (2)
    Last edited by ApolloGenX; 06-27-2014 at 12:14 AM.

  4. #84
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by ApolloGenX View Post
    Well.. if they can complete the content... what is the problem. They could use the lockout to carry people now... or not. In the end, the group has to be able to complete the encounter to get loot. The only thing a lockout does is prevents players from repeating the encounter more than once a week- it's a time block, not a skill block. So why bother? It's nothing more than an artificial barrier to extend content relevance.
    Pretty much this ^

    Difficulty should be the bar that sets apart the distribution of gear, not the ability to attempt the content.

    You want content that makes it so people don't get carried through? Then make it harder and people who are unable to complete it will eventually come through with echo, but don't make it a hassle for people to enter in the first place.
    (1)

  5. #85
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Kerrigen View Post
    I don't necessarily agree with the other points, but Coil lockouts absolutely need to go. They're encouraging seclusion. They make no sense with the FC system. They're discouraging, when not outright preventing, people who'd like to participate to the content to do so because they can't commit to a static, don't have one, or because theirs disbanded with 2.2. They're promoting that unfriendly mentality that is prevalent in all sorts of content now. They're slowly but surely killing the community. Please dump the lockouts, it's terrible design.

    Every MMO ever has used a system that results in the same thing just fine.

    Before instanced lockouts it was 4-5 day respawns. The only difference between 15 years ago and now is.

    1. you don't have to contest the raid targets

    2. they went from a 4.5-5 day to a 7 day lockout. Simply so they could make it the same day every week.



    You know what the issue is? The largest scale raid being 8 players.
    (1)

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