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  1. #1
    Player
    Gucci_Charms's Avatar
    Join Date
    Sep 2012
    Posts
    413
    Character
    Miley Cyrus
    World
    Hyperion
    Main Class
    Lancer Lv 50

    Remove Lockouts? Maybe? Update Lockout System? Please? We will love you long time! :)

    Can we have the Second Coil of Bahamut (SCOB) lockouts removed now or soon without any lame Echo buff? Please and thank you

    While Hunts are okay content to do if you have nothing else to do for the week, it's really just a cheesy way to get unweathered i110 gear for those who haven't beaten any SCOB turns, afraid of SCOB or hard end-game content, don't have time to do SCOB, cannot find a competent group or static to do SCOB, or waiting for Echo giveaway win buff.

    Future Suggestions:

    Make Tome Trade-in Gear the Same iLVL as Coil Gear Again

    I don't understand why the developers changed this for SCOB. After reading all the numerous ranting and complaint threads concerning hunts, perhaps for the Third Coil of Bahamut, it would be better just to have the Tome X trade-in gear the same ilvl like it was during BCOB days again. Oils and Sands are pretty much giveaway candy items now anyways if you're willing to farm hunts every day for hours and withstand the in-game hunt drama. The Zerg fest would also decrease immensely as well as the name and shame/blacklist game.

    Update the Entire End-Game Lockout System

    Update the entire end-game lockout system as a whole. While weekly gated contents keeps player subscribed and developer money pockets bigger for a longer period of time, this game could update the lockout system for end-game instances such as COB. Personally, I don't care what drops fall each week since I have had poopy RNG since the game was released haha. However, I think a weekly turn-based loot system seems fair for those who do care about not seeing a drop for weeks or months. I have many friends who have yet to see a drop fall for them since SCOB was released. Players can re-run a specific turn with their friends or static multiple times in order to get a specific drop for that week. It would also enable players to practice these turns to familiarize themselves with the mechanics and so on. This would still give a decent incentive to keep players subscribed and enjoy the game more since they can play with whomever instead of the same weekly static to get content complete.

    Token System?

    Now if you don't want to add of the changes above, why not just implement a token system for Coil gear? Players can receive one token per COB Turn completed each week. This would give players more incentive to clear as many Cob Turns weekly to maximize the amount of token earned. After acquiring certain amount, players can then exchange them with a vendor in Mor Dhona. Token requirements could be the following:

    Helmet, Gloves, Boots: 12
    Belt: 9
    Body and Legs: 15

    TL;DR

    Please update the end-game COB and future end-game dungeon X lockout system someday! We will love you long time and subscribe forever (maybe)!

    Extra Suggestion:

    And for the love of Eorzea, can you please remove the character limit requirement when posting a thread or new comment in these forums?
    (1)
    Last edited by Gucci_Charms; 07-31-2014 at 01:46 AM.

  2. #2
    Player
    Kagari_Asuha's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    91
    Character
    Kagari Asuha
    World
    Ultros
    Main Class
    Archer Lv 60
    I agree the lockout should be removed now.
    I don't agree that future coil gear should be the same ilevel as tome gear. Raid gear should always be the best gear in the game in my opinion.

    I also agree that tokens would be a better route for raid loot considering the RNG aspect of it all. We ended up with our third Black Mage weapon from Turn 9 this week and two DRG belts in a row. Pretty crummy.
    (3)

  3. #3
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Gucci_Charms View Post
    Make Tome Trade-in Gear the Same iLVL as Coil Gear Again

    I don't understand why the developers changed this for SCOB. After reading all the numerous ranting and complaint threads concerning hunts, perhaps for the Third Coil of Bahamut, it would be better just to have the Tome X trade-in gear the same ilvl like it was during BCOB days again. Oils and Sands are pretty much giveaway candy items now anyways if you're willing to farm hunts every day for hours and withstand the in-game hunt drama. The Zerg fest would also decrease immensely as well as the name and shame/blacklist game.
    Don't understand? Or just don't agree? They have told us why they did it. Regardless of what people want to think, allowing the non coil gear to be the same as the coil gear right away reduces people's willingness to do the content. While I and many might like to do content for the challenge, that doesn't change that many more do it for the gear. And even those who do it for the challenge, why do they KEEP doing it after they have it on farm? The gear. Yoshi said it was a mistake to make Myth the same tier as Coil gear, and that's why it changed.

    Quote Originally Posted by Gucci_Charms View Post
    Update the Entire End-Game Lockout System

    Update the entire end-game lockout system as a whole. While weekly gated contents keeps player subscribed and developer money pockets bigger for a longer period of time, this game could update the lockout system for end-game instances such as COB. Personally, I don't care what drops fall each week since I have had poopy RNG since the game was released haha. However, I think a weekly turn-based loot system seems fair for those who do care about not seeing a drop for weeks or months. I have many friends who have yet to see a drop fall for them since SCOB was released. Players can re-run a specific turn with their friends or static multiple times in order to get a specific drop for that week. It would also enable players to practice these turns to familiarize themselves with the mechanics and so on. This would still give a decent incentive to keep players subscribed and enjoy the game more since they can play with whomever instead of the same weekly static to get content complete.
    This is a twofold problem. One, you will burn people out because they would constantly run it til they got their piece. Two, you would get people fully geared, on average, much sooner than you would otherwise. Also part of the current problem with Allied Seals and such.

    Quote Originally Posted by Gucci_Charms View Post
    Token System?

    Now if you don't want to add of the changes above, why not just implement a token system for Coil gear? Players can receive one token per COB Turn completed each week. This would give players more incentive to clear as many Cob Turns weekly to maximize the amount of token earned. After acquiring certain amount, players can then exchange them with a vendor in Mor Dhona. Token requirements could be the following:

    Helmet, Gloves, Boots: 12
    Belt: 9
    Body and Legs: 15

    TL;DR

    Please update the end-game COB and future end-game dungeon X lockout system someday! We will love you long time and subscribe forever (maybe)!
    They've already said there will be no token system for higher end content.
    (0)

  4. #4
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Kagari_Asuha View Post
    I agree the lockout should be removed now.
    I don't agree that future coil gear should be the same ilevel as tome gear. Raid gear should always be the best gear in the game in my opinion.

    I also agree that tokens would be a better route for raid loot considering the RNG aspect of it all. We ended up with our third Black Mage weapon from Turn 9 this week and two DRG belts in a row. Pretty crummy.
    I agree with the above.

    Remove the lockout and add a token system to coil while keeping raid gear top tier, for future coil increase the difficulty as well if the fear is that players will gear too quickly.

    Difficulty should always be the gate that promotes the longevity of content, the echo already allows you to adjust this going forward. Latency / server issues aside, for some players Titan and Titan EX have both already shown that content is capable of gating players on its own merits regardless of how many groups are able to throw themselves at it repeatedly.

    Allow us to play with whoever we want whenever we want to, an MMO should not be forcing us to choose between groups.
    (0)
    Last edited by Ryel; 07-31-2014 at 02:05 AM.

  5. #5
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    It's a great idea but sadly they're set in their design decisions and it's highly unlikely it'll change by this point. Maybe in the expansion, the expansion seems to be the popular escapegoat now, just like beta phase 3 was going to fix everything.
    (0)

  6. #6
    Player
    Prymal_Darkstar's Avatar
    Join Date
    Jan 2014
    Posts
    14
    Character
    Prymal Darkstar
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by ispano View Post
    Don't understand? Or just don't agree? They have told us why they did it. Regardless of what people want to think, allowing the non coil gear to be the same as the coil gear right away reduces people's willingness to do the content. While I and many might like to do content for the challenge, that doesn't change that many more do it for the gear. And even those who do it for the challenge, why do they KEEP doing it after they have it on farm? The gear. Yoshi said it was a mistake to make Myth the same tier as Coil gear, and that's why it changed.
    What you are saying makes no sense. You say that allowing non coil gear to be the same as coil gear 'right away' reduces people's willingness to do the content. Yet, this is exactly what they have done with hunts. I can have gear equal to what is in the highest content in the game without ever stepping foot in it right now. If Yoshi said it was a mistake to do it the first time, he simply repeated the mistake.

    Quote Originally Posted by ispano View Post
    This is a twofold problem. One, you will burn people out because they would constantly run it til they got their piece. Two, you would get people fully geared, on average, much sooner than you would otherwise. Also part of the current problem with Allied Seals and such.
    Burn people out? That's your argument for not getting rid of locked out content? Are players burnt out on all the content in the game? None of it is on a lock out like SCoB, yet players are still running it.


    Quote Originally Posted by ispano View Post
    They've already said there will be no token system for higher end content.
    This is never a good argument either. Just because 'they' have already said, doesn't mean its not a good idea, or 'they' won't decide to change the system.

    First of all, locking out content and gaiting players is a decades old MMO system. And like other old systems such as 'camping spawns' it needs to be done away with. Are you telling me we've been playing and making MMOs for years and can't think of a better way to distribute loot? I still keep reading forum threads comparing horizontal and vertical progression. Why are we still using these old systems. It's baffling that someone hasn't come up with a better system after this long.

    In my opinion, the best loot system I've seen is the token system. Many other MMOs have gone to it, and it seems to work best. You're guaranteed a piece of loot after so many runs, negating RNG. It's fair to everyone in the group because they are not fighting over pieces. Ect.

    My biggest complaint with FFXIV lock out system, is the fact that once I run through on Tuesday with my static, I can't go back in with other people I want to play with (whether they be in ls or fc.) Even if I've already got my drop for the week, I still want to be able to help other friends who maybe can't get a static (even if it means I don't get anything more). And helping others get through content they are unable to get through is something I enjoy.
    (1)
    Last edited by Prymal_Darkstar; 07-31-2014 at 03:11 AM.

  7. #7
    Player
    Billzey's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Sakura Ephemera
    World
    Brynhildr
    Main Class
    Archer Lv 60
    They are really foolish enough not to add a token system? That's too bad. It's such an obvious improvement.
    (0)

  8. #8
    Player
    Kagari_Asuha's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    91
    Character
    Kagari Asuha
    World
    Ultros
    Main Class
    Archer Lv 60
    Quote Originally Posted by Billzey View Post
    They are really foolish enough not to add a token system? That's too bad. It's such an obvious improvement.
    Even if they just added it for the raid weapons, I would be fine with that. There is nothing worse than getting a bunch of repeats and not being able to do anything about it for another week.
    (0)