Who is this in response to? Surely it can't be me as I was asking for 'open world alternatives to dungeons' and dungeons are not limited so why should an alternative to it be?'Pacing yourself' this. Game are, and have always been, what you put into them. The companies who produce them just cannot sustain the effort with the money they would make if everyone played like a hardcore raider and the world was free of lock outs. So yeah, there's a certain amount of 'they want your money' involved, but there's an equivalent 'I want everything accessible to me now' mentality among the player base that has helped get to where we are today. If the game feels like a business, it's because you are treating it like one. My game feels like a social environ full of dragons and fireballs and pointy armor.... And it's badass. So stop the complaining about not having anything to do, and manage your week. Or don't like the way things are, and don't continue playing. Everyone who absolutely, positively has to clear bray in eight minutes or less and throws a bitch fit when someone misses lbing past giant bomb are throwing a wrench in my good time, but what can ya do?
Once you get them down yeah it can be an hour. Most groups will take three months to get to that point. The time spent practicing and training fills many hours for many weeks. The oversimplification award goes to you.
Last edited by Tiggy; 06-27-2014 at 05:11 AM.
I still don't get why everything has be locked out when we have the choice to gear out 9 different battle classes. Sure, if this were like other MMOs where you cant switch your classes on the fly, I'd totally understand. This lockout junk needs to stop especially for open world content. Players are already unsubbing from the lack of meaningful endgame content once 2nd coil gets cleared. The community is severely lacking in this game since there's no reason to log in but once a week for cap/coil. Hopefully this gets fixed when an expansion finally gets released.
I hate to sound like a broken record, but your log in reason should be because the game is fun, not "because if I don't get my 10 points today, I'll be 10 points behind my friends".
Even if you had zero goals left, the content should be designed in an entertaining way and make you come back for the challenges and personal enjoyment.
Weekly content is to keep you playing, daily content is to keep your friends playing.
Weekly keeps you from burning out on content and taking a break til next patch, then getting hooked on a different game and not playing this one anymore.
Daily content gets you online so the game isn't empty. Empty game means other people get bored and log out.
Hearing about another Daily lockout is starting to change my mind about this game. Its always going to be the same with this development team, No matter how much content they add. These Map quest that involve Expert Roulette, Why not just make it a quest that could be done 7 times a week without a daily lockout? So if I wanted to do all 7 in one day I could, You can do Roulette as much as you want, You just don't get the Bonus, And you are still locked out to 7 a week from that quest. Now we have this new cool Hunt coming, Which they already screwed up and its not even out. The week of 2.3, So many people are going to be pissed about the weekly one. Crystal Tower lockout on ilvl100 gear that you can't even upgrade is ridiculous. Leave the lockout for Sands/Oils/UATs, Can only get one per week from CT.
I would honestly hate to be a new player in this game with all these daily lockouts.
Everyone plays games for their own reasons. What's fun for you, May not be fun to them.
Last edited by Arkista; 06-27-2014 at 05:50 AM.
Better questions would be, What purpose does having a daily/weekly lockout accomplish for MMORPG's? What would happen if the sugguested request by removing those lockouts effect overall game design? Why would the dev team add these lockouts only to MMORPG and not single player rpg's also? Most these if you've played mmo's for along time already know the answers its an necessary evil its to prolong the content so dev's have more ample time to develope more content like 2.3 in basic term's. After the release of the newer content if you've noticed the older content gets unlocked and a new lockout is put into place and the cycle continues.
What it accomplishes is artificially extended content to buy time while they create more. It has been part of basically every MMO in recent memory...I'm still trying to figure out what the issue is that people seem to have. Some of it sucks, but again...it's part of the genre. I agree that it is a sort of necessary evil, but it works.Better questions would be, What purpose does having a daily/weekly lockout accomplish for MMORPG's? What would happen if the sugguested request by removing those lockouts effect overall game design? Why would the dev team add these lockouts only to MMORPG and not single player rpg's also? Most these if you've played mmo's for along time already know the answers its an necessary evil its to prolong the content so dev's have more ample time to develope more content like 2.3 in basic term's. After the release of the newer content if you've noticed the older content gets unlocked and a new lockout is put into place and the cycle continues.
Then why are you able to do dungeons in an unlimited quantity for the same rewards (mostly)? Why shouldn't we be able to do different hunt targets as many times as we want for myth, sol tomes and hunt credits? Make it so you can only get the sands/oil weekly if they must but don't limit the use of the content when the rewards are the same things you can get in an unlimited quantity from dungeons (in the case of sol tomes, no matter where you get them theres a weekly cap so that is the same as well).Better questions would be, What purpose does having a daily/weekly lockout accomplish for MMORPG's? What would happen if the sugguested request by removing those lockouts effect overall game design? Why would the dev team add these lockouts only to MMORPG and not single player rpg's also? Most these if you've played mmo's for along time already know the answers its an necessary evil its to prolong the content so dev's have more ample time to develope more content like 2.3 in basic term's. After the release of the newer content if you've noticed the older content gets unlocked and a new lockout is put into place and the cycle continues.
That is debatable to some extent, and that is also why I am asking to see some changes. They have an overworld, they have people who have an interest in doing interesting things there. If they don't want to do it then they don't, there is still a valid point in requesting it if they are open to it.
Last edited by Redemption; 06-27-2014 at 06:01 AM.
SE had a perfect redo with CT2. Why not make CT2 more End Gamey? But no they want to give us ilvl100 gear, Which we already get. They couldn't have made two versions of this next CT? Not asking for some Brutal Crystal tower, But they could have made one for the lesser skilled players, And a harder version with higher ilvl rewards for the skilled player base (didn't want to use Casual/Hardcore). Or they could have just sucked it up and made CT2 harder than what they have planned, With higher ilvl rewards.
I've seen lots of good suggestions for End Game content. Yes, We are always going to have lockouts to prolong the life of a game. But its a two way street lockouts can also harm a game. To many lockouts and players will just take a break until they are lifted. Cause the one thing I hate to hear is, "No lockouts players will get everything done in a week and quit".
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