I think Taika's solution is better, OP's proposed solution doesn't cover all scenarios, but a warning sent to everyone in the party would cover it.
I think Taika's solution is better, OP's proposed solution doesn't cover all scenarios, but a warning sent to everyone in the party would cover it.
Yeah the issue with the loot button idea is that there are 3 options: 2 chests, 1 chest, or 0 chest. I suspect it might be difficult to create an option for 1 chest groups within the PF system (I guess it would require the game to prevent further members with weekly clear from joining after the next person would remove the 1 chest). And it would make the system a bit complicated for groups that accept two or any of the three options. So all in all, the simplest solution would be keeping the current system while upon accepting to enter the duty the game would announce to all party members how many chests the group would be entitled to if they win.
Hate to be blunt but it’s your own damn fault for not clicking duty completion in raid finder before you go in or even specifying you want completion for the week in the party settings. Tut tut this is nobody’s fault but yours.
Many times I have joined a party and written in party chat "This is 2 chests right? Party leader, you are selecting "Duty Completion" when you queue us, right?" and despite their reassurances the party has ended up with 0-1 chests. There is absolutely nothing others than the party leader can do in this situation, which makes it a bad, unfair system that needs fixing.
(And yes, I can and do start my own parties and take that responsibility of the party leader to ensure 2 chests. BUT that only "fixes" the issue for me: everyone else in the group just has to blindly trust me in that situation. That's what needs changing.)
Last edited by Taika; 02-08-2018 at 10:03 PM.
Why does it shaft other players instead of just not letting them lot?
If I remember correctly (don't hold me to it, it's been years) it was because people were unable to re-enter a fight previously after completion (Back in the coil days).
Between Second/Final coil and Alexander, they changed the rules to what it currently is to both, allow friends to run content together outside of static groups, and the chest rules were put in place to stop seven people carrying a single person for extortionate amount of gil (if they were after the loot).
Just based on mathematics, I have a good suspicion it's simply to control the rate at which loot is distributed to the public.
For every 16 players, there are at max, 4 pieces of raiding gear. 2x clears at 2 drops each.
If they ever implemented a ruleset where people who already cleared didn't affect the chest #s, just simply couldn't roll, you'd massively increase the amount of loot being distributed to the general public.
one group of 8 clears, gets 2x pieces of loot. 7 of those players then re-clear for each of the remaining 8 people in the other group, giving them each 2x pieces of loot. You've gone from 4 pieces of loot being distributed to the public to 18 pieces per 16 players. and that's just with a sample size of 16 players. In such a ruleset you could go even higher on the ratio. Obviously that's an extreme example, but FF14's systems are designed to keep the players playing as "theoretically" long as possible, and the current loot system makes sure the ratio always stays at maximum, 2 loot per 8 players.
The simplest solution is what Taika suggested, simply flash a big warning that's impossible to miss at all players when they attempt to accept the queue saying "X players have completed this instance this week. reducing coffers from a potential 2 to X".
While, as others have pointed out, there is an in-game mechanic to deal with this, players need to have their hands held harder because there are too many 0-1 chests when you join a group thinking it's a 2 chest. A large part of this, sadly, is party leaders deceiving players.
I wouldn't object to hard instance lockouts (vs loot lockouts) to deal with this once and for all. Yes, it doesn't let you help others out, but there is too much volatility, frustration, and griefing with 0-1 chests as-is.
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