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  1. #1
    Player
    Ignacius's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    50
    Character
    Orleans Oceane
    World
    Gilgamesh
    Main Class
    Warrior Lv 90

    SUGGESTION: Lockout changes

    I understand why loot lockouts for raids are in place and I don't advocate removing them at raid launches. However, I would like to ask if we could change the chest lockout on the 8 man savage raids from a per-character basis to a per-role basis. I think that if you can concurrently find the time to raid multiple times a week, and you are good enough to complete that high level content in multiple roles, it seems fair to be allowed to gear them up simultaneously without impacting the loot lockouts of the rest of the group.

    With that said, I think the token drop should remain on a per-character basis (otherwise someone might play multiple roles and stack token loot on one role. I also understand you don't want someone acting as a mercenary to clear two-chest boxes on one role. I just have friends good enough to play multiple roles who would like to raid more than once a week with other friends, and I think asking them to do it at least on another role would hopefully be enough to let them play without hurting the loot count. At least there feels like enough difference in play between tanks, healers, and DPS to make it worth asking.
    (1)

  2. #2
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Unfortunately, with the way how loot works now this is likely to never happen.

    Locking loot per role, you can still gear up a single job with loot from other "roles" as loot no longer drops in raids, but a "coffer" now drops.

    Meaning if you clear as say Monk, and get loot, you go back and clear as Ninja, and dont get loot, then go as Dragoon, and get loot, you can open all your coffers for Monk.

    Sorry. They just dont encourage playing as multiple jobs, yet that is one of the main reasons I play this game. Aside from the crafting system and its price. Its not really "better" than any other MMO besides those 2 things. If they dumbed crafting down to FFXI or any other MMO's system I would instantly leave this for FFXI. The crafting is what really keeps me here over XI. Its such a bad game now. So insanely watered down since 2.0 and especially since 1.0.

    They wonder why new players quit, its cause, while the story is good, the gameplay is absolutely trivial. Absolutely not exciting or thrilling in the slightest. Its far far too easy and meaningless to do 5 million quests and kill 5 million enemies that are next to 1 shot kills.
    (0)

  3. #3
    Player
    Ignacius's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    50
    Character
    Orleans Oceane
    World
    Gilgamesh
    Main Class
    Warrior Lv 90
    I think you are correct if you are gearing by class, but I think that gearing by role might be a bit different. Without the book upgrade dropping with every clear, I don't think it would speed up gearing significantly. It would certainly be slower than if you got a book drop and two coffers. I simply think that if you can tank in one raid group, DPS in another, and heal in another, all at a high enough level to clear, you should be permitted to without impacting the coffer chances. It's possible someone would be able to do that, get lucky enough to have only one role's items drop in multiple raids, and win the rolls for them, as you say, and that would increase gearing speed for that role. I don't think that would be likely, though, as that means your other clearing raids would need to deal with someone whose gear is not increasing in ilvl (because they wouldn't be applying gear to any other roles), and you'd need the other raid members to not roll on them (because if you're trying to, say, gear a healer with multiple items you can run as a healer once, then you're running as a tank or DPS and can't need roll, a situation unlikely until later in the patch cycle).

    I do understand your point, and making sure you couldn't do that by locking the individual loot by role would be time consuming, but I don't think it would be necessary. I also think it might make it a little easier to fill out raids.
    (0)

  4. #4
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Daniolaut View Post
    Locking loot per role, you can still gear up a single job with loot from other "roles" as loot no longer drops in raids, but a "coffer" now drops.
    They could change that so the moment you roll it it'll become a red/blue/green coffer. Id even go further and say change the tome caps the same way, as its sucks to gear more then one job... and look this time the raid will come so late the catch up gear will be even more outdated then ever lol. Why do i gotta waste time crafting or doing Eden for jobs if i could just as well farm tome or do extra savage?
    (0)

  5. #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?
    (0)
    Last edited by Colt47; 05-21-2020 at 02:52 AM.

  6. #6
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    smh at this whole thread. the system works as is. as always people want to advocate getting too stronger faster and getting more and more rewards quicker because selfishness. the system exists for a reason. to keep you playing and coming back week after week (even if it's just once a week to raid log). anything else would lead to people gearing up too quickly and even less people playing.
    (1)

  7. #7
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by DrWho2010 View Post
    smh at this whole thread. the system works as is. as always people want to advocate getting too stronger faster and getting more and more rewards quicker because selfishness. the system exists for a reason. to keep you playing and coming back week after week (even if it's just once a week to raid log). anything else would lead to people gearing up too quickly and even less people playing.
    It's fine to have some sandbags in the way of the progress. But do you really think that something like having your own personal lockout impact others and harming their progress is reasonable? Everything else in the game seems to bend the other way and encourage people to work together. Savage is the only system that works contrary to it and it's not really about difficulty of the content. It's more about how they did the reward system in an attempt to encourage the formation of static groups where it didn't need to exist.
    (1)
    Last edited by Colt47; 05-21-2020 at 05:16 AM.

  8. #8
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
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    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    whether statics need to exist or not is another question. and is frankly irrelevant to the question at hand. the lockouts are simply a business decision to keep people subbed for as long as possible. don't like it? then just come back when the tier is unlocked and farm to your hearts content. save you money that way unsub until it happens instead of it being the other way around get all your stuff first then unsub.
    (2)

  9. #9
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    Quote Originally Posted by DrWho2010 View Post
    smh at this whole thread. the system works as is. as always people want to advocate getting too stronger faster and getting more and more rewards quicker because selfishness. the system exists for a reason. to keep you playing and coming back week after week (even if it's just once a week to raid log). anything else would lead to people gearing up too quickly and even less people playing.
    Yes and now you have what feels like 70% the ppl barely gear out one job, even now with yorha unlocked and eden stuff for months and free relic. I can only play one job but ffs let me gear 2, bc i wanna have some more reasons to log more then once a week... (for the record, i do log basically every day and do stuff but still...)


    "Go and play smt else or nothing meanwhile" is nevera good answer, bc if i play smt else, loose track, I for sure wont return ever, even less after loosing my house and FC.
    (1)

  10. #10
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Kuroka View Post

    "Go and play smt else or nothing meanwhile" is nevera good answer, bc if i play smt else, loose track, I for sure wont return ever, even less after loosing my house and FC.
    then why is it Yoshi-p keeps using that answer? he advocates taking breaks. follow his advice.
    (1)

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