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  1. #1
    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 rwyan View Post
    That makes absolutely no sense. If players are already capable of running coil and are skilled at it, why lock them out? Why not resort to loot lockouts instead. There is a legitimate group of players who would love to run coil multiple times for both the challenge and the sake of running it with other friends/players/fc mates? Yes, this would mean more gear from coil would be trickling into the player base, but if these are skilled players that are capable of running it, why not? It would be understandable if said gear could be sold off into the economy... but it can't be.

    Who cares if a smidge more % of players are running around with gear from coil. All it would hurt were players who use their Coil gear to judge their own epeen.
    SE cares. I've said before in this and other threads, it doesn't matter if YOU care or not. They feel only a certain amount should be getting the gear while the content is relevant.

    Also, they don't really want the lesser skilled to be overly relying on the highly skilled. Now some people here will say they don't mind carrying their lesser skilled friends and such, but that is not what SE wants.
    (0)

  2. #2
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ispano View Post
    SE cares. I've said before in this and other threads, it doesn't matter if YOU care or not. They feel only a certain amount should be getting the gear while the content is relevant.

    Also, they don't really want the lesser skilled to be overly relying on the highly skilled. Now some people here will say they don't mind carrying their lesser skilled friends and such, but that is not what SE wants.
    Who cares if a player is carried? Yes that would happen, but it wouldn't always be the case. Believe it or not, there are plenty of skilled players who are avoiding coil just because of the static nature of it all. Getting these players into coil could only be a good thing for the entire community at large. And even if a player decided to carry some of his peers, who is to say that is a bad thing - that would be his choice, not yours.
    (2)

  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 rwyan View Post
    Who cares if a player is carried? Yes that would happen, but it wouldn't always be the case. Believe it or not, there are plenty of skilled players who are avoiding coil just because of the static nature of it all. Getting these players into coil could only be a good thing for the entire community at large. And even if a player decided to carry some of his peers, who is to say that is a bad thing - that would be his choice, not yours.
    Did you ignore what I said? SE Cares.
    (2)

  4. #4
    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 rwyan View Post
    Who cares if a player is carried? Yes that would happen, but it wouldn't always be the case. Believe it or not, there are plenty of skilled players who are avoiding coil just because of the static nature of it all. Getting these players into coil could only be a good thing for the entire community at large. And even if a player decided to carry some of his peers, who is to say that is a bad thing - that would be his choice, not yours.
    SE cares.
    Quoted for emphasis.
    (0)

  5. #5
    Player
    Blindheart's Avatar
    Join Date
    Aug 2013
    Posts
    390
    Character
    Sesile Kokoro
    World
    Hyperion
    Main Class
    Lancer Lv 100
    Sounds like its time for more guildhests... They are basically mechanic training missions, and they have added a lot of new mechanics since game was released but no new guildhests to teach them. Would be a very simple thing to add to main storyline instead of the silly "fetch" quests.Example,"Oh hey adventurer, your pretty awesome,but I ran into this creature with this ability, I can show it to you" and then the guildhest is some normal people in crazy costumes (new glamors) that act out some of the harder mechanics while trying to kill you, you do this over and over and then win.Maybe have different levels of these guys training you where they start adding in 2nd or 3rd mechanics to change it up.And definitely add training for any insta-death skill that don't actually kill you. Just resets bosses health and makes you repeat that mechanic till you get it right for the win.Also make it so people can change classes within these training missions so people can practice different classes.
    (1)

  6. #6
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    My question is why the developers want to make coil the way it is? Just about every other game that includes content like coil does so via optional bosses that often appear in the same area as a standard boss, only they are unlocked once certain conditions are met. These optional bosses are also generally used as teasers towards future development in the game rather than providing crucial lore in the game world so players who are playing for the story more than the challenge don't feel like they are being left in the dust.

    As a comment on the lockout discussion, though: They could change the lockout system to the one they are using in the 24 man raiding system, it's just that unless there is at least some kind of reward that can be given every time people run Coil, it probably wouldn't help too much. The content difficulty makes it fairly taxing to run and trying to take multiple different groups of people through it would be quite painful, even for an experienced guild. I know from experience in another game since we tried the exact thing people are describing with hardmode content. It just ended up burning out the core raid group faster than normal.

    Off Topic: I feel like this is turning into some kind of Beta phase 2 and we are already a year into this game. Why are they adding a ninja class when they don't even have the Chocobo system integrated properly with Duty Finder and open world group content, for example? This isn't even the first thread complaining about the second wing of coil, either.
    (0)
    Last edited by Colt47; 08-31-2014 at 11:44 PM.

  7. #7
    Player
    BoltNixter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    133
    Character
    Bolt Narshe
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    For me, it's the fact that there are only bosses practically. Trash mobs are pretty "trash" and there are no exploration to be done. I would prefer to have more trash mobs and more time to run around and explorer/find hidden stuff.

    Maybe have mobs drop pop items for special bosses and stuff.
    (1)

  8. #8
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    I don't like anything in Second Coil.
    (1)

  9. #9
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Evangela View Post
    I don't like anything in Second Coil.
    From what I've seen in videos illustrating the fights neither do I. Way too many mechanics without easing in the group running is just a horrible idea, and that stuff was on par with FireFighter and Yogg One-light in complexity.
    (0)

  10. #10
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    I guess I just don't see the true entertainment value in lockouts. I'm not a reward driven player. I'm an experience driven player. Meaning, I get my entertainment from working together with other players in a fun, friendly and challenging environment. For me, that is the reward. Things like item drops and tomes and what not are just icing. I can't tell you how many times I participated in raids in older MMOs not for the reward but just for the sake of participating.

    Yes, lockouts serve their purpose. But does it have to be that way? Is there a better, more organic way in artificially slowing down player progress while still providing a fun, friendly and challenging atmosphere? I think so, I would hope Yoshida and team are working towards that.

    However, providing they continue to stick to the tired, tiered, vertical gear progression approach - we will continue to see tired mechanics such as lock outs.
    (3)

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