


Graveyard zerging. If you can enter, nothing stops you from dying, releasing (thus getting out of combat), and then entering again. The lockout stops that and is technically much easier to track than having a barrier that requires individual state management for every participant.I understand the need to lock people into the boss room, but locking them out who haven't entered yet? That's a pain.
That said, I've seen several times where lockouts occur - not necessarily resulting in wipes - because classes who can speed through race to the lockout barrier. Not just Ninjas, with their running speed, but I see a lot of other classes attempting to get there first. They wait 5 seconds or so, then dash in, assuming anyone still running will make it into the barrier in time.
There's other ways to solve this without the nuclear option of forced cutscene watching:
1. If someone is viewing cutscene and the boss is engaged, when the barrier goes up teleport everyone not inside it so they are inside it.
2. Don't allow the boss to be engaged while a first time player is viewing the cutscene (by not spawning it). If people get locked out because they're watching it a fifth time, who cares?
3. Players could simply not be jerks and wait the 30 seconds to let a newbie watch it. (lol, who am I kidding?)
SE made pretty clear that they don't take the "you should watch everything in the inn" viewpoint seriously with MSQ roulette's response. They want people to be able to experience the story as it's a major part of the game. Impatient people insist on fighting that and if they keep it up, they should expect another heavy handed reaction from SE.
Survivor of Housing Savage 2018.
Discord: Tridus#2642




The boss resets once the gate goes up... it also prevents trolling, now that I think about it. If you give people the ability to, a tank could continuously drag the boss outside of the arena, forcing it to reset back to full HP.






Indeed - and it gets very awful and messy if that's what's happening. Had the experience in a guildhest one time, where there isn't a lockout in place, and what would have been a wipe in a normal boss battle turned into a cycle of people dying, respawning and re-entering the fight.Graveyard zerging. If you can enter, nothing stops you from dying, releasing (thus getting out of combat), and then entering again. The lockout stops that and is technically much easier to track than having a barrier that requires individual state management for every participant.
why? so the number of people that will run it drops like msq roulette?

I must not fear. Fear is the mind-killer. Fear is the tiny-death that brings total obliteration. I will face my fear. I will allow it to pass through me and over me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
Then they could program it that people can only go into it but not out. This way a boss could be kept inside the battlefield. And to stop trolling or using it to come back after death they could simply increase the complete lock out to 1 minute. This should be more than enough time for every single person in the alliance to go into the fight (and thus nobody that wanted to be locked out to not have to fight dont have a reason anymore) and would prevent people from going back to the start after death.
Last edited by Alleo; 05-05-2018 at 06:46 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.




I'm sure they could, but I doubt they will unless they keep making new 24-man raid bosses have one minute long cutscenes and don't include more alliance required mechanics.
Christ no.
Ruining 7 other people's day wasn't bad enough, now let's ruin 23 other player's weeks.
I honestly thought somebody couldnt make any more selfish of a suggestion.
I would legitimately rather dog farm with known lootmaster scum than run a 24man in that case. If this was implemented, I would unsubscribe for all odd-patches. There would be zero content, the 24mans would be dead. This would effectively kill any sort of catchup mechanic.
They certainly have the tech for the basic gist of it, a lot of cutscenes teleport you somewhere when you're done watching them. It would be a bit jarring for everyone to suddenly find themselves in the boss room after the cutscene is over (especially if they're on insta-skip) but honestly it would solve more or less all the issues regarding this.
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