From what I gather, practice mode would be the same as regular, except no loot/lockout/cutscenes. Removing the lockout on Coil and instead going for the 1 piece of loot per week would just invite people to sell Coil runs.I don't quite understand how you'd like the practice mode to be. If it's a nerfed version of the normal mode then you wouldn't be training on the true content and it'd be pointless. And if it's the same well I don't see the point, as it is already in the game.
A better answer to that problem would be to remove lockouts on coil and to limit the number of loot per player per week (like what is done on ST/CT).
because i need this for helping my friend learning.. see all my point 1st.I don't quite understand how you'd like the practice mode to be. If it's a nerfed version of the normal mode then you wouldn't be training on the true content and it'd be pointless. And if it's the same well I don't see the point, as it is already in the game.
A better answer to that problem would be to remove lockouts on coil and to limit the number of loot per player per week (like what is done on ST/CT).
with practice mode i can bring them live exp how to fight it, how to clear it... not only make a vid see this and try this! then he join PF then got kicked after 3 try or even worse since now the 1st timer rewarded with 100 myth the leader pt will know someone never clear the run, then make fun of him and then kick him.
removing lockout only make people selling the run not teaching how to clear the run. that's already different from my purpose making this petition.
Mariel Crystallie & Amariel Crystallie & Mariel Celestine
The practice version of coils or any general runs that might come later in the game does seem like a good idea, my friend just started and I know he will have a hard time finding parties at 50 because of those who demand excellence mixed with those who would help but can't due to their progression. I did think about practice modes and there are in a sense some already out there but I think it would be more useful for them to extend on the things that "teach" us.
Guildhests teach us party basics to boss specifics to a certain extend, I think it would be nice for them to put more difficult ones in that teach things from Binding Coil and beyond. This would give people a reason to do the guildhests again, learn about fights without having to take in too much time.
Dungeons already give us some practice, such as the Lost city mob using it's own Floral Trap / Devour / Spit method. Maybe expand on that, but make them add a few more steps, since these fights have such high combinations, merging together two mechanics to get people use to it would make dungeons more of a challenge / more fun for the expert ones and getting their feet wet with the new comers.
I do agree that there should be some way for those who complete their turns to come back and help out, rather than make a whole new practice mode taking the above methods and taking away progression lockouts but adding in loot lockouts all together would accomplish the same things.
I also wonder about how often the practice runs would be used, even with myth and soldiery being used it's still going to get to a point where it's hard to get 8 people to enter, while if you use the three above methods you only need 4 people for the hests and dungeons, the hests will eventually follow the same thing as a practice mode and dwindle down in usefulness but the dungeons will always remain. Thought I guess Yoshi & Co. could always open up the option of adding a very small amount of Elite Marks to those who finish these much higher practices from GuildHests.
So, while I agree on the practice method, I've been down that road and the problems I came in to eventually had me make the above solution that requires both game balance in a sense and gives people the ability to practice. eventually people will want to just practice on T7 - T8 leaving people like your friend and mine again in the dust or new people in general, this way they can use two types of learning curves (Guildhests and Dungeons) that don't require a full 8 and then take it a "step up" to the actual Turn 6, but give these people who want to help a chance to come back down and help out just with no rewards, or a gimped version of soldiery / myths for giggles. Let me state that I did rate you up and I do agree with the practice method in a sense, just after thinking it over myself I came to the above conclusion.
And though removing the lockout would bring in people selling them, you're not going to stop the selling..you can delay it or diminish it for a time being but you can never get rid of it. This is something that needs to be considered. On top of that the whole point would be so the ones who clear whether they're elite or not go back down and help. Even if you give these abilities to go back and help in a practice mode FC's will take their teams into their turns to practice their strategies. So our best bet is to place things that are already on the road map of the game to help the new players out so when the time comes for T6 they can go "Oh this is just like.."
Last edited by Leigaon; 07-28-2014 at 10:16 PM.
Adding reward for completing an event with someone who hasn't beaten it yet was a step in the right direction. You could also argue that people would use that reward check to see if anyone hasn't beaten it yet. The good thing is that the system isn't telling you who is the person that hasn't beaten it yet so the leader could probably just roll with it instead of spending a long time trying to find out who beat it. Achievements and linking items however seems to function to lock players out that hasn't beaten it yet.
Instead of 100 myth, add another slot of coil items if you have a new player.
I really just want encourage all new player to learn SCOB especially the one without static... some of them are really scare to make mistake when join PF (CLEAR ONLY) and almost all PF right now using (CLEAR ONLY 3 MISTAKE = KICK/DISBAND) , in the end they gonna give up if something like this keep going happen....so... whats stopping this social community of all the new players to get together and start their own pf with "learning/practice t6 party"? also If you have 2 characters clearing scob a week. im sure they arent both running at the same time. you know... cause of time? So one of your characters can help your friend with that PF learning/practice session. if there is enough new players with a demands for 2nd coil, they should get together to form a static... or is the social community not able to do all of this and just needs a hand me down practice mode? PF can be practice mode. dont be lazy and say "im scared". no go do it.2. we also talking about social community here, which having a practice mode we can interact with new player which need exp in coil or we can share some unique strategy to other party in your FC/LS . since high-end raid battle is the source of good topic for community too.
I really like this idea! the same should be done for primals too! especially for "extreme mode" fights.
I support this. This should encourage experienced players to teach/help players who've yet to clear. They could also introduce a "mentor currency" for redemption of special vanity items, or a title that scales each time you clear selected trials with players who have yet to clear e.g. "Paragon Mentor 04" for someone that has cleared 4 trials with players who have yet to clear.Adding reward for completing an event with someone who hasn't beaten it yet was a step in the right direction. You could also argue that people would use that reward check to see if anyone hasn't beaten it yet. The good thing is that the system isn't telling you who is the person that hasn't beaten it yet so the leader could probably just roll with it instead of spending a long time trying to find out who beat it. Achievements and linking items however seems to function to lock players out that hasn't beaten it yet.
Instead of 100 myth, add another slot of coil items if you have a new player.
I like this idea and if loot is locked it wouldn't do any harm.
The devs need to put on their big girl\boy panties and deal with requests. Petitions are a good way to show the level of support for a given idea. Sticking their heads in the sand and ignoring the players is why XIV bombed so badly to begin with. It's made a comeback, but recent changes that again, didn't take player opinion into account (or that were even tested in a meaningful way) deals blows to an already shaky reputation.
I agree with tiered modes of raiding. It's successful in other games, and can be successful here as well. Perhaps not a training mode, but a mode that has fewer mechanics, lower rewards, and that serves as more of a stepping stone into the hardest content.
have you ever try to make practice PF? last time my friend try to make one and the result is nothing almost 3 hours (on weekend and on peek hours) he waiting only a few people join. almost now all PF create "CLEAR ONLY" that's the thing make my friend scared to join.
and both my character already had static party which 1 already full progressing 1 day reset clear , and 1 still teaching my FC mate . and i have so many friends need my help. the only option i have is keep creating new char to help them. some of my friend also forming static with all 0 exp and yet they still have hard time to learn even already watch the vid & guide. this is why i need this mode for help them learn more and knew where exactly they did wrong.
Mariel Crystallie & Amariel Crystallie & Mariel Celestine
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