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  1. #1
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Klive View Post
    I agree the WoW lockout and drop system for raids did work well.

    I don't see our current content being equal to raids though. Raids were huge instances that took 15 or 25 people. I see our instance content more like the WoW dungeons, short and repeatable that only took 5 people. If we have raid like content, I could see lockouts being worth while. Current content just doesn't seem to be on the same level.
    Well they aren't.

    Normal instances - Could be farmed over and over with no lock out.
    Heroic Instances - Had a 24 hour reset period.
    Raids - Had 7 day resets.

    I would say what we currently have is similar to Heroic Instances.

    I would suggest low to mid ranged content have no lock out (or leave it at 15 mins), end game dungeons/primals to have 24 hour content (increase the chance of drop rates) and then later on when we get real raid content to be 3-7 days reset timers.

    If SE did go this route and have lock out periods they would no longer need timers on dungeons, as players would only be able to do each instances and raids once per day.
    (1)
    Last edited by Jinko; 05-01-2012 at 06:51 AM.

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jinko View Post
    I would suggest low to mid ranged content have no lock out (or leave it at 15 mins), end game dungeons/primals to have 24 hour content (increase the chance of drop rates) and then later on when we get real raid content to be 3-7 days reset timers.

    If SE did go this route and have lock out periods they would no longer need timers on dungeons, as players would only be able to do each instances and raids once per day.
    I can get behind this. It makes sense and might deal with that frustration some people feel when they kill something and have only dark matter to show for it.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)