Yes, remove lockouts. I only have 15m left![]()
Yes, remove lockouts. I only have 15m left![]()
As far as players buying/selling loot/wins is concerned, lockouts only make it worse. Groups are still able to sell wins during lockout. Groups are able to charge more for doing so, thanks to the lockout. Non-static players are less likely to be able to clear the content regularly due to a) not being able to work with the schedule of a static, b) a large number of skilled players being in a static and thus being prohibited from doing -any- runs outside of their static. When the lockout is removed, skilled players will havenothing to gain from what is to them "old" content and will have moved on to the next locked-out content, leaving behind an increasingly large pool of less experienced players with each stage of coil.
Content lockouts are simply bad design, bad for the game, and ignorant to the fact that not all players, even hardcore ones, have the freedom to commit to a rigid or semi-rigid static schedule. A loot-lock, which the game already uses effectively in a number of ways, would be completely sufficient while improving the game overall.
@ OP
They have every intention to.
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Only because we still have players who want the gear is why lockouts are detrimental to selling (for our team). No lockouts means there is no reason to care because at any point can get the gear later on.
This is where you are wrong. Content lockouts are very good design. Only when justified. This is the crux of the issue. The lockout now isn't justified because there is nothing else to do when you are finished. This works in WoW and games similiar to it because there is other content to be done when you are locked from a particular dungeon for the week. Final Fantasy does not really have this alternative content. There is some but definitely not enough of it. Loot lockout is asinine in the regard that it just makes what we have now (run selling, burning out) far more rampant.Content lockouts are simply bad design, bad for the game, and ignorant to the fact that not all players, even hardcore ones, have the freedom to commit to a rigid or semi-rigid static schedule. A loot-lock, which the game already uses effectively in a number of ways, would be completely sufficient while improving the game overall.
Look at how many people run Syrus Tower for fun after they've received the drop they got. Oh? Very few, you say? People don't grind dungeons because it's fun (or at least very few do), they grind it for the rewards. When you can no longer get rewards, there is no reason for you to be there.
Last edited by Exstal; 09-25-2014 at 03:36 PM.
Content lockouts were passable design in 2004 but are an antiquated method of progression control that have no place in modern gaming. Loot lockouts have the exact same desired result without any of the negative side effects. People do run things like Syrcus Tower while locked, as well as other instances, well after there's nothing substantial they have to gain from them. Loot-lock applies to gear only. Instances, in XIV, have side benefits of minions, mounts, tomes, and achievements in addition to the *gasp* unimaginable benefit of being able to play the game we're paying for to help or play with our friends or FC mates. Just because it's what you're used to doesn't mean it's even close to the best approach.Only because we still have players who want the gear is why lockouts are detrimental to selling (for our team). No lockouts means there is no reason to care because at any point can get the gear later on.
This is where you are wrong. Content lockouts are very good design. Only when justified. This is the crux of the issue. The lockout now isn't justified because there is nothing else to do when you are finished. This works in WoW and games similiar to it because there is other content to be done when you are locked from a particular dungeon for the week. Final Fantasy does not really have this alternative content. There is some but definitely not enough of it. Loot lockout is asinine in the regard that it just makes what we have now (run selling, burning out) far more rampant.
Look at how many people run Syrus Tower for fun after they've received the drop they got. Oh? Very few, you say? People don't grind dungeons because it's fun (or at least very few do), they grind it for the rewards. When you can no longer get rewards, there is no reason for you to be there.
Last edited by Avarghaladion; 09-25-2014 at 04:37 PM.
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