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  1. #41
    Player
    Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,912
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Talraen View Post
    You're thinking about this entirely in the context of yourself. Even if burnout didn't exist, lockouts still have an important function: allowing people to keep up. If being able to play 8 hours a day makes you significantly better than being able to play 2 hours a day, you're going to create multiple classes of players. And the 2-hour-a-day players far outnumber the 8-hour-a-day players, so that would be very bad for business.
    Yet people who are playing more than the 2 hours are finding that they have nothing left to do once all the lockouts have been done. So this in turn hurts casual players as they are now waiting longer in queues etc. Letting people gear up an extra job or two would actually help people in DF, as some players main dps and have healers and tanks as alts.

    Also how are you coming up with 2hr a day players? Majority of players I know play at least 4 hours a day.
    (5)
    Last edited by Masekase_Hurricane; 04-06-2017 at 09:10 PM.

  2. #42
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I hate weeklies, not because they limit progression but because they take so long to finish.
    It takes FOREVER to finish WT, the 3 Mhaci raids, etc. when all I want is to finish leveling my crafters and maybe FSH. I also still haven't finished Sephirot ex, despite having cleared every other EX primal and having them predominantly on farm now, with Zurvan weapons on the majority of my classes, excluding MNK and WHM whom have their completed animas.

    Also, the loot limit vs the fatigue system debate is also ludicrous. Unlike the loot limit, the fatigue system had no play around at all. Sure, you could play around with different classes to level them in the fatigue system but considering that some people just dislike other classes for one reason or another (I despise Tank classes, BLM, AST and MCH) that being forced to play them for any sense of progression is just as bad as no progression at all IMO, whereas the loot system can be all together circumvented by crafting. Also, considering how much gear is shared one way or another between classes, it's not even as limiting as it's being made to seem. Tanks, healers, casters, and support classes all share gear with NIN sharing jewelry with Support and MNK and DRG share jewelry with each other so it's not as though the gear limit is as crippling as it seems since, while the same gear might not be BIS for each class, it's still largely acceptable gear for any and all content.
    (0)

  3. #43
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Sylvaneste View Post
    SE, Please consider removing the weekly lock out of scripts and other things.
    I think instead of a 450 maybe 900 like it is, but I mean it seems that people do take tons of breaks on this game so I totally get SE reasoning. Most content stays relevant within only a months time until moved on to something else. So I think if there was no cap limit and once people go their stuff then those whom take breaks would do it even more frequently. The cap is to small 450 isnt enough especially when most stuff is 475 or higher. But not having a cap at all I think would actually hurt the game.
    (0)

  4. #44
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    I agree with you OP. I know that they are doing it to force people to sub for longer but I am not really happy with the weekly limit.

    The problem is that if you only play one part of the game like using only fighting classes and maybe even only one job, you will always run out of content to do, even with a weekly limit. But at the same time if you care for more than one part of the game this weekly limit can become really stressful for the players, especially if you only have a certain amount of time to play.

    Some examples: Player A only levels up one job and does not care for gatherers and crafters. Well even with the weekly limit he/she will run out of content really fast because doing your weekly stuff for one job does not take that much time. They will either not log in the other days or maybe just do some small things. Or maybe since it will be too boring for them only doing those weekly runs they might just take a break anyway and come back later. Removing the weekly lock out might not change much.

    Player B likes to play more than one job but does not always has the same time to play. So one week they can reach the weekly limit, the next week they might not be able to play at all. If you remove the lock out for them this gives them the chance to obtain the goods in their own time. So it does not "hurt" them with their progress if they are not playing for a week (since right now you cant catch up those lost 450 stones) because they can just grind it harder in another. This would imo decrease the frustration of falling behind and at the same time they have the chance to truly gear more than one job if they finally have the time for it.

    Player C does not only play fighting jobs but also wants to gather and craft. They might be able to play daily but not that long each day. Gearing up all fighting, gatherer and crafter classes will probably take way too much time thus they might not be able to reach the limit at each category. This can lead to frustration since they will kinda fall behind if they dont reach it since you cant add the missing numbers to the next week. Having no limit would give them the chance to level the classes without feeling stressed about getting it weekly done. Maybe they will have more time two weeks later and will craft/gather/fight quite a lot.

    In the end wasnt it always said that FF14 is a game that has more casual players? I cant imagine that we have that much players that would grind that much through content that they have those things done quite fast and at the same time even with a limit you will always have those that just burn through content and will have nothing to do. But for those that may play more casually and are interested in more than one job/class this lock out can be imo really annoying.

    I kinda have the problem right now too. I dont need to run dungeons anymore since I do have enough gear. Right now I want to finally take care of my gatherer and crafter classes but I am quite blocked by the weekly limit especially for the gatherers. Its really fast to reach 450 red ones with fishing so I am fishing for some hours once a week and be done with it for the rest of the week. At the same time I am already at a point where I barely need the blue gatherer ones anymore so I do have not that much to do per week since I dont feel like fishing for big fishes all the time..I would be playing this game way more often and with much more fun if I just could get the red ones without a lock out. Especially since it annoys me that I still need weeks over weeks of constantly doing those things to gear up my classes, which kinda takes away the fun of doing that.

    Heck even if you somehow want to keep a weekly limit for those stuff in the future at least remove it at the end of the expansion. This would give people the chance to level and gear up more jobs and classes for SB and might give them more reason to play right now.

    Or you could just say that there is a weekly limit but you can take the missing numbers over to the next week. (Sorry for my bad explanation I am not a native speaker ) Like if you only managed to do 300/450, then next week your limit is raised to 600. This could be increased till you reach the maximum limit of 2000. After you reach the new limit once it will reset back to 450. This might still mean that people will kinda "lose" some stones but at least they might be able to catch up without loosing each week.

    But imo removing the lock out would still be the best solution.
    (2)
    Last edited by Alleo; 04-06-2017 at 11:04 PM.

  5. #45
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Masekase_Hurricane View Post
    Yet people who are playing more than the 2 hours are finding that they have nothing left to do once all the lockouts have been done. So this in turn hurts casual players as they are now waiting longer in queues etc. Letting people gear up an extra job or two would actually help people in DF, as some players main dps and have healers and tanks as alts.

    Also how are you coming up with 2hr a day players? Majority of players I know play at least 4 hours a day.
    I was basing two hours a day on a high estimate on how long it would take you to just do all the weekly capped stuff. That actually might be high. Most of the players I know also play 4+ hours a day, including myself most days, but they don't represent the average player. All of them are better than 90% of the players I see in the Duty Finder, for instance. It seems like people play more than they actually do because of selection bias.

    As for your point, I'm all for allowing people to gear up multiple jobs, I'm just against removing weekly lockouts to do it. If they could come up with a good system to do weekly lockouts by job or role, I think that would be great. But if you just, for instance, removed the scripture cap, hardcore raiders would have full scripture within a day of its release, thoroughly outclassing people (including myself) who have no desire to grind optimal content over and over for tomes. Those hardcore players are liable to clear everything and stop playing until the next patch.

    Will people just cap everything and stop playing? Yes, that's basically how I play these days. Is that a serious problem? I know I for one actually appreciate that I can only play so much FFXIV in a day. I like to do other things too, and I don't want to feel that any time not spent in FFXIV is causing me to fall behind.
    (0)

  6. #46
    Player
    Istaru's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    699
    Character
    M'telihgo Feilyon
    World
    Faerie
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by bswpayton View Post
    -Snip-
    But not having a cap at all I think would actually hurt the game.
    I am going to agree with you on that. Yes, I am agreeing with you on something. But for my own reasons.

    Without a cap, a larger percentage of skilled players may take longer breaks from non savage content.

    That would in turn, cause the competency level in other content to drop very quickly. So many players are not very good in this game, that will show even more.

    An example of this would be a Nidhogg NM that my bf and I did about a month ago. After the huge nerf to it. That group still needed another 10% or 20% echo bonus before they could do enough DPS to clear the DPS check.
    (0)
    #GetSelliBack2018

    Reading too much of the forums makes me very sad and apathetic.

  7. #47
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by Talraen View Post
    As for your point, I'm all for allowing people to gear up multiple jobs, I'm just against removing weekly lockouts to do it. If they could come up with a good system to do weekly lockouts by job or role, I think that would be great. But if you just, for instance, removed the scripture cap, hardcore raiders would have full scripture within a day of its release, thoroughly outclassing people (including myself) who have no desire to grind optimal content over and over for tomes. Those hardcore players are liable to clear everything and stop playing until the next patch.
    But isnt that what always will happen even with a weekly limit? Those people that have the time will finish the limit and those that might not always have the time to play each day will fall behind because they did not reach the limit and have no way to catch up the next week. Also its kinda normal that those people that have more time on the hand will always be further ahead than those that can only play 1 hour a day.

    I mean why does it really matter if someone has the full set at release day? They still have to grind the same amount as all other people and are just able to play longer. And I am also not really sure if those truly hardcore players are running duty finder anyway. They will probably have friends that they will run content with and thus will not be available in a run anyway. Also if this is a legitimate reason to limit it we need more limits ingame then. I mean someone that can raid 16 hours a day will surely beat the raid faster than someone that only can do it for 2. Someone that can pvp all day has a bigger chance at reaching the top in a season than those that only do it barely. Should we put a daily limit of only raiding 4 hours a day in the game so that everyone has a better chance of doing world first?

    Hopefully this post does not come over as mean or something but I really dont understand the reason that others might have things faster. This already happens with relic weapons, mounts and other stuff and yet barely anyone cares that this happens.

    @Istaru: But couldnt it also be that a weekly limit kinda hinders people on doing more content? Why should I for example take part in Nidhogg NM if I am already capped for the week? Any bonus that will drop thanks to new people will be lost thanks to the limit thus why should I even go there? Also in a way Nidhogg NM is not that much of a good example. He does not give that much loot so anyone that did it once will probably not run it again simply because there are better dungeons to earn stones. And if that already happens with a limit then why should it get way worse without? I mean not everyone will rush and hardcore farm something on Tuesday after the release of the patch and be done with it for the rest of the patch. IMO there are more casual players in this game than hardcore grinders. At the same time if there is not limit than maybe some people might level up more than one job thus are running more roulettes per week and even more dungeons. This can mean that they might be through it sooner than with a limit but SE just needs to put some nice incentive behind it to increase the farming. Like sell some really expensive mount for stones (something like Fenrir from the Gold Saucer). People that care for something like that will grind for this, thus more people dungeon content. (But lets not forget that probably quite some people will do content with friends only, having a limit or non will not change that fact)

    [And maybe just maybe if people cant clear content because there are only bad players left..maybe some might finally try to get better instead of being carried by those that are good or really good at their job]
    (2)
    Last edited by Alleo; 04-06-2017 at 11:27 PM.
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  8. #48
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Alleo View Post
    But isnt that what always will happen even with a weekly
    The bigger question really is why does one even need 260 or 270 if their limit of content they are willing to try is gona be dungeons? You could pretty much just stop at lore gear and get a few shire pieces and be done dungeons dont require much more than minimum ilvl currently my lowest itlvl is 238. I know for sure that I will be able to take this job into shom al hard np, and Im all but certain that I will be able to do it in the first dungeon of stormblood to. So if your argument is for casual players I would say that they really have no need to worry about having the best possible gear if they will stop at a certain tier of content.
    (0)

  9. #49
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    I hate the lockout restrictions. It's one of my larger complaints with this game. Let people gear and play how they want. If it makes people happy to get 3 jobs geared up in a short period of time, let them. This game is designed so that it is very easy to get caught up every major patch, and no single player can truly be that far ahead of anyone else.

    I personally would love to play multiple jobs, but honestly I can't deal with having to stretch out the long grind over several months. To me, it's insanely dull and boring. I would love to be able to bring another job to an event, but I feel like I always need to bring my WHM as that is the job I gear first, and therefore is more useful. People don't generally want undergeared players in their parties.

    So as it is, I just don't bother with my other classes, and boredom hits regardless. Which is then followed by unsubbing. Also, replies of "but have you tried this, this and this!" really do no good. I have been here since beta (technically 1.0), and I have tried just about everything in game. We all have our preferences of what we enjoy doing, and how we spend our time.

    I doubt the caps will ever be removed, but as others have voiced, I think a tomes cap per job could do wonders. This way progression is still slowed (to keep SE happy), but it allows players flexibility in the jobs they gear and play (to keep us happy).

    And for what it's worth, I would consider myself a casual player.
    (6)

  10. #50
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Alleo View Post
    snip
    You neglected player D, who has enough time to spam content and obtain all the gear on jobs they care about playing. What purpose do dungeons and normal mode raids now serve them? Nothing. Therefore, they stop queuing into non-raid content or unsub entirely after a while since they capped two weeks into the patch. This doesn't account for completely invalidating current alternative gearing methods. Why would I ever look at 250 crafted gear outside glamour when I can get 260 Shire just spamming Gubal Hard for a couple hours? Restrictions exist solely to prevent these players from farming everything and stop queuing into the content no longer relevant to them. Think of it another way. Would you ever touch extreme primals if there wasn't a mount? Most people wouldn't. At least not after the first month of their release. People need incentives to do things. Making tomestones a free-for-all removes that incentive.

    Quote Originally Posted by bswpayton View Post
    The bigger question really is why does one even need 260 or 270 if their limit of content they are willing to try is gona be dungeons? You could pretty much just stop at lore gear and get a few shire pieces and be done dungeons dont require much more than minimum ilvl currently my lowest itlvl is 238. I know for sure that I will be able to take this job into shom al hard np, and Im all but certain that I will be able to do it in the first dungeon of stormblood to. So if your argument is for casual players I would say that they really have no need to worry about having the best possible gear if they will stop at a certain tier of content.
    Just to emphasis this point. I had a tank with nearly full 235 Garo gear-- only his chestpiece was 260 Shire. He couldn't hold hate well and didn't use Abyssal Drain once yet I healed him up without an issue and still had time to DPS. If you aren't interested in Savage, getting 270 gear is just a progression point. You won't remotely need it.
    (4)
    Last edited by Bourne_Endeavor; 04-07-2017 at 12:01 AM.

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