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  1. #1
    Player
    Akariel's Avatar
    Join Date
    Oct 2014
    Posts
    36
    Character
    Akariel Ivashya
    World
    Tonberry
    Main Class
    Arcanist Lv 100
    One sad thing I find in this setup is that not everyone will be able to find a static.

    Even with the general static group being composed of 2 tanks, 2 heals, 4 dps, dps classes still far outnumber tanks/heals, so there will be for certain a lot of dps that will be left out once all the tanks/heals that are willing to join a static have joined one. Even PFs in my server now show multiple parties all trying to fill up tank/heal slots.

    The option left to those dps will be to reroll to a more in-demand role or live a pug life forever, the latter not being much too enjoyable at all imho (e.g. PFs will all dps with no tank/heal joining).
    (1)

  2. #2
    Player
    Grotesque's Avatar
    Join Date
    Mar 2011
    Posts
    1,125
    Character
    Alan Turing
    World
    Shiva
    Main Class
    Conjurer Lv 60
    We're a static/flexi-raid of 13 people, who actively play main and second classes in raids, currently T13 progress. We vote on a weekly base who has time on our raid days (tues,wed,thurs,sun,mon) and then choose 3 days with a suitable team composition. The biggest disadvantage is that progression is slower in comparison to a static of 8. Main advantages are that most people learn the fights from different perspectives and anyone can take a break without the burden of busting the raid, we all have our RL issues and it can always happen that something unplanned occurs which is bad if you have only the needed 8. We keep track how many kills everybody has on a turn and who needs what from each turn, so we try to equally distribute the kills among all members. Sometimes, we are enough to go for a third chest since they were introduced.
    (1)
    Last edited by Grotesque; 02-05-2015 at 05:27 PM.

  3. 02-05-2015 07:17 PM
    Reason
    double post

  4. #4
    Player
    Atomnium's Avatar
    Join Date
    Mar 2011
    Posts
    331
    Character
    Flare Oskopnir
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by raelgun View Post
    The fact that they aren't doing anything about it and just whinging and wanting the system to change says it all they cant adapt to a system in this game thats been in place for over a year now.

    Why cant you have in your team a number greater then 8 and rotate them out on a daily basis, whats stopping you from this, greed is whats making people just stick to 8 and not expanding on this number.
    I'm not sure that by calling people greedy, your main goal was to show a friendly attitude in your post :/

    You know, not everyone are able or ok to rotate for end game activities such as instanced raiding content in ffxiv and this is mostly due to the nature itself of the said content.
    Progressing through instanced places such as coil is less likely going to be "rotation system" friendly.
    Why? Just because there is not much point to voluntary nerf your progression rate since you are going to need the best of your team mates in order to reach the mandatory skill level, harmony, tight dps/heal checks needed.

    So you will probably reply with something like "but it's not a race! Do you want to be the best/first to clear contents or do you want to socialize with other raiders. You could totally put a rotation system there"
    Eh... Why not both? Why we would have to heavily punish our members in order to create an "half-working" community?
    And yeah, heavily punishing is the right word to me, benching players of your FC just in order to possibly rotate people in 8 man instanced contents with a weekly lockout is really sad, because someone will always feel left out at a point.

    I have no idea of the size of your FC but how many benched players do you have every weeks? And how many of them have to PUG their coils at the end of the week because they were locked out? Is it acceptable or just very sad?

    Don't get me wrong, I'm not saying that Rotation system with a roster and even some sort of "intending-points" are bad in a general way. But they are not working for current FFXIV end game.
    To be fair it was working greatly for most openworld endgame contents in the other mmos I experienced, because you could split people to different places for different tasks and repeating them with no heavy lockout. (at max, you had to wait the repop of X NM for an hour or to wait the specific server time of a place, there was also force spawn fights too).

    Quote Originally Posted by Duelle View Post
    Lockouts have nothing to do with why people aren't seeing content and running with their FCs. Raid size is to blame here.
    Both actually xD It's a double loose system : Raid size system locked to 8 + weekly lockout preventing to help other people.

    Quote Originally Posted by Alistaire View Post
    I've paid a lot of attention to all the major forums and announcements and have yet to see a post quoting him saying it bothers him, or that he's even commented on it. Link?
    The last time Yoshi-P made some sort of official answer about the subject was like a couple of months later after the launch of ARR during an interview, to him, if I recall his words, he said something like "Mercenary players who does selling exist, they are a part of the game and can be considered as a role playing activity".

    But 2.45 proved us that his opinion may have radically changed since.
    No offence really but the answer is kind of obvious when you become a raider and experience the evolution of different mechanics they worked on since scob, they always heavily punished the mistake (or the inactivity) of a single player leading to the whole wipe of the team.
    (2)
    Last edited by Atomnium; 02-06-2015 at 12:34 AM. Reason: typo! & character limitation is killing me x.x

  5. #5
    Player Dererk's Avatar
    Join Date
    Oct 2014
    Location
    Limsa
    Posts
    1,162
    Character
    Dererk Titan
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    End game is supposed to be hard nothing to it I can understand nerfing old content after awhile but end game is and has all ways been optional the hard mode fights from Good king moogle Mog are a lot easier because it's still part of the main story.

    I think that a hard mode and extreme mode for Alexander is a good idea I just hope the extream mode has better gear than HM to make it worth while and is done in a way so that people can't sell carry's. Because maybe then we won't have to suffer a one chest penalty like with FCOB.
    (0)

  6. #6
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Atomnium View Post
    The last time Yoshi-P made some sort of official answer about the subject was like a couple of months later after the launch of ARR during an interview, to him, if I recall his words, he said something like "Mercenary players who does selling exist, they are a part of the game and can be considered as a role playing activity".

    But 2.45 proved us that his opinion may have radically changed since.
    No offence really but the answer is kind of obvious when you become a raider and experience the evolution of different mechanics they worked on since scob, they always heavily punished the mistake (or the inactivity) of a single player leading to the whole wipe of the team.
    But see? Where's your proof of this radically changed opinion? What happened in 2.45 where he says he's against it? You're basically just perpetuating a rumor that either started/restarted or gained a wider audience around that time without a link to back up the statement. Especially if he's previously said it's ok, which I vaguely recall now that you mention that.
    (0)

  7. #7
    Player
    Atomnium's Avatar
    Join Date
    Mar 2011
    Posts
    331
    Character
    Flare Oskopnir
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Alistaire View Post
    But see? Where's your proof of this radically changed opinion? What happened in 2.45 where he says he's against it? You're basically just perpetuating a rumor that either started/restarted or gained a wider audience around that time without a link to back up the statement. Especially if he's previously said it's ok, which I vaguely recall now that you mention that.
    O.O;; Awww, calm your socks dude :O
    Since when I'm "perpetuating rumors", I'm not even the one who talked about it in the first place... Sapphic did :3 (I'm so sorry Sapphic, it's your problem now, aw.)
    Quote Originally Posted by Sapphic View Post
    Not to mention, limiting chest drops based on how many have cleared it sends a clear signal to Content sellers.
    I didn't know that clear selling subject was a matter of life and death, to me it was just earning pocket money with sells to buy housing stuffs xD.
    (0)
    Last edited by Atomnium; 02-06-2015 at 09:51 PM. Reason: typo :p

  8. #8
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Atomnium View Post
    I didn't know that clear selling subject was a matter of life and death, to me it was just earning pocket money with sells to buy housing stuffs xD.
    I agree Atom. It feels like some people have resistance to allowing a more flexible Raid Group (having more than 8 players being able to raid per week together (rotating in, etc.)) because it might cut into their profits for Selling Clears?

    People who want to spend money will spend money regardless. I've seen shouts & PF requests for paid help on FATE grinding (before the Atma Drop Rate increase). I've seen PF for paying Tanks to help grind Primal Horses, LOL.

    I hope the Dev Team considers updates for 3.0.
    (2)
    Last edited by Kiara; 02-11-2015 at 05:18 AM.

  9. #9
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    OP it's the players that only run content as statics, nothing to do with SE. Players want challenging content and they find the best way to approach it is with a static, that isn't on SE. Problems boil down to how many bad players there are that are incapable of learning hard content.

    So pugging or DFiing them turns into a lottery of whether you get players who either can't learn due to skill level, wont learn due to ego, or don't understand due to them picking a language they cannot communicate in or read whatsoever. A static just guarantees you end up with players that aren't in those brackets.

    If the quality of DF players increased dramatically, or if attitude changed to the JP philosophy where PF is to learn DF is for when you can clear the content. Statics are going to save a lot of time wasting and headaches.

    Just try DFiing turn 9 where it has been made easier twofold, Echo and gear. You will get players like those I mentioned earlier
    (1)

  10. #10
    Player
    Verlyn's Avatar
    Join Date
    Dec 2013
    Posts
    230
    Character
    Leif Freivjr
    World
    Ultros
    Main Class
    Arcanist Lv 80
    I think you should be encouraged to group with other people--not necessarily pug--to tackle difficult content. This is one of the core tenets of an MMORPG and it doesn't need to change. You know what the old adage is about what ain't broke. Someone above pointed out that DF (and pugging, by nature) is something of a lottery. You can't make difficult balance for a pug to take down. You need a group of people you can rely on.

    Now, a flexible raid size would not be a terrible idea. Require at minimum the core number of people required to complete the mechanics (maybe a light party) and scale boss HP and damage according to how many people you bring up to a reasonable number of people.

    Of course, that sort of thing brings with it its own challenges for the dev team. Imagine having to balance so fights designed for a group of 4-8 don't get unreasonable for two alliances.

    As far as lockout goes, I think future raids like Coil should just work off of the Crystal Tower system. You can run however many times you run for appropriate soldiery+poetics rewards, but upon winning loot--are locked out of loot once per week.

    But that is just my two cents.
    (3)

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