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  1. #5
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Right now I think the lockout restriction on loot is too much. The problem is that not everyone can run at the same hours, so we make set groups to run savage in order to optimize the chest drops. However, there's always going to be more people that need to run Savage who play specific roles than parties to fill them. This results in situations where people have to restrict themselves from running with these extra people just to maximize the chests per week.

    I understand the reason they did this was to likely combat RMT or carrying people to wins, but that's par the course of any MMO using these systems. The difficulty of the fight already encourages people to create statics to clear them so there's no logical reason to also have peoples lockouts impact the reward obtainable by others. If anything, having people who have completed it come back to assist others would let more people clear the savage content, have good role models to work with to improve their own skills, and generally put end game in a better place.

    At the end of the day we get to live only once in this world, both the developer and the player. Isn't it in the best interest of the player to get to experience as much as possible, and the dev to see players enjoy his work? What benefit is there in engineering content that arbitrarily isolates people into cliques and break up the community instead of bringing it together?
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    Last edited by Colt47; 05-21-2020 at 02:52 AM.