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  1. #51
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Exstal View Post
    The alternative is, never beat anything. Hard choice.
    And this is what I'm talking about. You are implying that treating others purely as tools for the acquisition of a few virtual items-- that the quest to be the first person at the front of the gear treadmill totally justifies walking over other's backs to get there. Its despicable behavior and shouldn't be tolerated, let alone encouraged in an MMORPG where you are supposed to be working constructively with other people.

    This is why so few people raid. Its has nothing to do with skill and has everything to do with being a decent human being, which is worth a ton more than a few virtual items whose value will be depreciated as is the status quo in vertical progression theme parks. You just haven't played these games long enough to see that yet.
    (5)
    Last edited by Fendred; 08-06-2014 at 09:33 AM.

  2. #52
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by abzoluut View Post
    Yes please, I don't know why everyone is so dumb! Remove the lockout from Coil next Coil addition. We want half the server to clear turn 10-XX within 2 weeks. It doesn't matter if an MMO has zero gear with value to it.

    Or in short: this topic again :/

    Gears have zero value in this game. Do you realize in 2 months they are throwing level 110+ gears at us?

    Quote Originally Posted by Exstal View Post
    You could have just said, "I don't know.".
    What a shitty answer, jesus. Then again, what to expect to some who defend a mechanic like lockout.

    Quote Originally Posted by Fendred View Post
    The only reason the lockout system is the way it is today is to promote static groups. The problem is that forming a static group is a job that requires a ton of work... which isn't all that fun.

    Step 1: Advertise, advertise, advertise...
    Step 2: Weed out any candidates who aren't fit for the runs.
    Step 3: Repeat steps 1 and 2 until group is created.
    Step 4: Base plan for progression on the ability and schedules of the current players. Be prepared for disappointment, because its always slower than anyone initially expected.
    Step 5: Replace any members who fail to show up on time repeatedly...

    Steps keep going on and on. You essentially become a boss and have to make painful decisions on who stays and who doesn't. The process forces the raid leader to throw a chunk of his humanity out the window because he has to be an asshole to a lot of people to make the static work.

    Frankly, after ten years of it, I think I'm done. I don't want to play a game where I have to do that to people again.
    Very good post.
    Personally I'm done with statics, it just creates frictions among FC members who can't play together because lockouts. Better play casually. It's not like T6-8 are hard anyway, they are simple scripted fight with 1-2 mechanics.
    (1)
    Last edited by Taruranto; 08-06-2014 at 12:12 PM.

  3. #53
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Fendred View Post
    This is why so few people raid. Its has nothing to do with skill and has everything to do with being a decent human being, which is worth a ton more than a few virtual items whose value will be depreciated as is the status quo in vertical progression theme parks. You just haven't played these games long enough to see that yet.
    You're right, I haven't played any games with pure vertical progression. Yet I don't really care about this foolish notion about "decent human being". I think it's irrelevant to the topic. If people are holding you back, you get rid of them or you leave yourself. It's not fun to lose 100% of the time. Might be fun for the first 80% but then frustration kicks in and one must remedy the situation.

    Although, after you've defeated a turn, you can just go with other people the following week. That's assuming you actually care about the gear and only about the experience.

    Quote Originally Posted by Taruranto View Post
    What a shitty answer, jesus. Then again, what to expect to some who defend a mechanic like lockout.
    I will always defend lockout if it prevents percentage drops from end-game like in other games. I'm, and more than likely others, are not keen on fighting a boss for 12 minutes and it dropping nothing but gil. But you continue to fight against lockouts if you're in favour of that kind of thing. But I'll give you, and that other guy, the reason since you seem to ignore it. Lockouts are logical where there are multiple raids. Currently FFXIV does not have such a thing so it seems that the lockout method is pretty foolish. However, it's teaching everyone that lockouts are a part of the game and it will happen until the game dies. So it leads to imply that SE will make multiple raids all with their own timed lockouts and then it'll make sense. Since this game is apparently like World of Warcraft, that seems to be the system they will use. Until they change it so the chests are akin to chests in the current expert dungeons, with a high chance to drop crafting mats and low chance for gear, I hope the lockout stays.

    So here the reason why I've arrived at the conclusions I have. I come from Aion Online. There was lockouts there, no one minded them because there was something else that had many more people's attention: PvP. In the current patch of 4.5.2, there are a myriad of instances with varying lockout timers. They used to be much longer in 4.0.3, some ranging for 2 days to 7 days, but since PvP took up much more of a focus than PvE there was no qualms about the lockout and who you went with. The issue in that game, however, was succeed or fail, you always get lockout out of the instance. This was ontop of the fact that item drop rate was a low percentage, and then getting the item you wanted was akin to what we have now. 6 months later, they lowered the time between lockouts so more people could access them. Funny how that's the same road map as SE, don't you think? Basically, I'm not stranger to lockouts, I'm not delusional enough to believe that they are there for no reason (which some people give the impression of), and this is my last post regarding this matter. I'm not going to convince die-hard anti-lockout people, this is only an informational for on-lookers who are sitting on the fence not sure what side to choose, or simply not informed.

    Aside: I've asked in-game and there are very few people, on Behemoth, who think removing lockouts is a good idea so it must be a vocal minority who want them removed.
    (3)
    Last edited by Exstal; 08-06-2014 at 02:00 PM.

  4. #54
    Player
    blowfin's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Blowfin Jr
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Exstal View Post
    The alternative is, never beat anything. Hard choice.
    Without a static? Are you that bad that you can't beat content outside of Second Coil without your group? Sucks to be you I guess.
    (2)

  5. #55
    Player HeroSamson's Avatar
    Join Date
    Oct 2013
    Posts
    1,006
    Character
    Zanon Reeves
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Maybe you should go back and help others get to the point you are at.
    (1)

  6. #56
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by blowfin View Post
    Without a static? Are you that bad that you can't beat content outside of Second Coil without your group? Sucks to be you I guess.
    Why you gotta strawman me, bro?

    Quote Originally Posted by blowfin View Post
    Something something, don't make outrageous blanket statements then?
    Context is hard.
    (0)
    Last edited by Exstal; 08-06-2014 at 03:19 PM.

  7. #57
    Player
    blowfin's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Blowfin Jr
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Exstal View Post
    Why you gotta strawman me, bro?
    Something something, don't make outrageous blanket statements then?
    (2)

  8. #58
    Player
    Ruri's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,671
    Character
    Ruri Valeth
    World
    Balmung
    Main Class
    Reaper Lv 100
    Just create learning party PF groups for the turns.
    (0)

  9. #59
    Player
    blowfin's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Blowfin Jr
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Exstal View Post
    Context is hard.
    Hyperbole is ridiculously easy, your point?
    (2)

  10. #60
    Player
    Mature's Avatar
    Join Date
    Aug 2013
    Posts
    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Kamifubuki-Yoakesetsuri View Post
    The shunners of this idea are ignorant to mechanics and difficulty of T6-T9.
    Although it is to be expected that the lockout will eventually be taken away in 2.4, There will be NO harm in removing it in 2.35. IMO, T6-T9 is carry proof unless the other 7 people are super uber geared that have dps pushing 500+ DPS throughout an entire fight.

    Removing the lockout will balance out the hunts and bring back interest into raiding and those who are already i110 have a reason to actually the play the game (High Allagan Weapons)
    Refreshing to see polite and educated people who are civilized and share a good opinion. I fully agree with this post. plus not everyone buys runs or sells them.

    Practice makes better.
    (1)

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