Other games dont complain about the lock out system, why is this any different? People do end game cos at the least they like the challenge and play with like minded players, if you want to play with friends, there are other stuff to do that with, people have expectations from others, friends will vary in skill, this is more damaging then fixing it, imagine when, friends say to each other, you arent good enough so why should I continue running this with you, we are getting no where.
What you are asking for, these statements will occur more often, I prefer to play with people who im equivalent with for end game raiding, I can do other stuff with friends.
I gave up long ago on the EX primals and t6-t9. Primals as many of the good players that can teach it have left the game. I did good in the 1st turns but keeping a group together was hard. Then you know more than 8 ppl in the game and others compain if you don't take others in to learn it. I know many that didn't learn t1-t5 until 2.2 when the lock out was lifted. Coil should run like CT and ST. Run it as many times as you want, only one loot per week. 4 loot drops in CT/ST to choose from you can only get one. Let Coil be the same. Even after I get my loot I like to go back in and help friends get their loot. It is a fun time. Coil is locked out to anyone without a solid raid group and that is a killer. Plus can't help friends if they aren't in your static.
Because in other games one class is attached to one character. If you get locked out as a tank you can go as a healer.
FFXIV is unique in that a character has multiple classes. Locking the character locks every class you have. Would be like locking the account in the other MMOs.
FFXIV doesn't treat classes the same as other MMOs so the lockout system shouldn't be the same.
Last edited by Edli; 09-04-2014 at 08:19 AM.
If you've got a dedicated static with committed people the structure suites you. It's designed in such a way that a
static is the only feasible option for longterm consistent raiding.
If you don't understand the various complaints do this:
Step out of your static and run Coil with 7 randoms for a few weeks and you might start to see why the raid structure needs a little work.
Last edited by Dhex; 09-04-2014 at 08:24 AM.
Eh, lets take WOW as an example, with any char you take, you get locked out once you get a kill on a boss, now, what you dont seem to get is, in WOW, each class has 3 specs, and lets take the class of a druid.Because in other games one class is attached to one character. If you get locked out as a tank you can go as a healer.
FFXIV is unique in that a character has multiple classes. Locking the character locks every class you have. Would be like locking the account in the other MMOs.
FFXIV doesn't treat classes the same as other MMOs so the lockout system shouldn't be the same.
Druids had essentially 3 specs ( 4 now but it works a bit strange), 1 is caster DD, 1 is melee DD but can also spec to be a tank, and last is healer, does this sound already familiar to this game.
You go in with this class in any spec, and you get locked out, and each of the gear is unique to each spec.
And in wow, they dont complain, again, I ask, why is this playerbase complaining so much again ?
Now lets take warlocks, which is what I play, you have 3 specs all DD specs, and all 3 specs are entirely different, and in terms of secondary stats, utilise them in different strengths for each one, so getting a gear that has haste and crit will be best for 1 spec, but no the others as an example.
Paladins, have 3 specs, 1 is tank, very similar to PLDs in FF14, 1 is healer, its style is actually close to WHM here, and melee DD that uses 2 handed weapons like great swords and axes and maces, again, on 1 class and the same lockout system, each gear they need is entirely different.
Last edited by raelgun; 09-04-2014 at 08:31 AM.
I don't get this, because you could just make an alt character. Like you do in WoW. That's how players there get around it the 1/week lockout, you could do exactly the same here. I know multiple people that do just that here in ARR. They have 2-3 characters that they take with different raids teams/help out FC.Because in other games one class is attached to one character. If you get locked out as a tank you can go as a healer.
FFXIV is unique in that a character has multiple classes. Locking the character locks every class you have. Would be like locking the account in the other MMOs.
FFXIV doesn't treat classes the same as other MMOs so the lockout system shouldn't be the same.
Unfortunately this has little to do with the tiers of content difficulty, group sizing, and overall accessibility of the content at hand in FFXIV - so to stay on topic; Why does the game focus on specifically 4/8/24-man group sizes? Why is 8-man the endgame raid size? Why is the system entirely built with static cliques in mind?
Those are the relevant points that you need to consider; not "why is there a lockout" or "why do people complain about the lockout here" because those are self-evident - the content is not varied enough and the group sizing is too exclusive and it's bred a community of separation and isolation. Why else would people complain? There is obviously a gap here that grows wider with each successive update and the developers as yet have failed to address it.
That is not acceptable.
There are three groups in FFXIV's raiding scene;
1.) Statics of dedicated players with enough free time or concurrent scheduling that learn and progress at the same rate - generally clearing content with mild to moderate difficulty gathering gear at a sustained and consistent rate.
2.) Non-statics; players without the free time or reliable schedule that have to play with random groups of players - often with varied inconsistent results. This group suffers because of varied levels of learning, progression, & gear often leading to frustrating and time consuming disconnects. Learning and progressing is difficult in this environment. Not necessarily unskilled players - they simply lack the advantage of having a consistent environment. Some overlap with the static raider grouping whenever there is a gap that needs to be filled.
3.) Non-raiders; people who either cannot or will not subject themselves to random groups (because of abuse or time constraint). Some of these players do not operate at the same level of skill and do not have the time or cannot find players with the time or patience to teach them or the time they need to learn for themselves.
Square has left a good chunk (and I won't make up a community-wide statistic here this is from my own observations) of it's player-base hanging.
It's not fun to spend hours and hours with different shuffles of random people of various levels of skill/progress/knowledge/gear trying to just clear a single boss fight.
I'll also note here that it is very likely not fun to spend a single hour a week on relevant endgame content. Being able to run it multiple times to help, teach, and practice would probably be welcomed by most players. The issue of drops and players progressing too quickly is a bit of a moot point in the grand scheme. Gear itself is not fun - playing the game and beating the fights is the fun.
The design & layout of the raids themselves needs to be looked at as well they're stunted trial bosses at this point. Even the lead up to Sastasha Seagrots is more engaging than a majority of the "non-boss" fight sections of Binding Coil and only marginally less interesting and exploration oriented than Second Coil. Which is rather pathetic.
Raiding should be more than what it is - and it should be more accessible either via tiered difficulty or repeatable runs.
Last edited by Dhex; 09-04-2014 at 09:22 AM.
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