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  1. #1
    Player
    TomsYoungerBro's Avatar
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    Oct 2022
    Posts
    450
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by DrWho2010 View Post
    just speculation.
    1 - reduction of rewards for helping other people clear. This is a handicap to prevent overgearing others too quickly. Also, a majority of people should not be attempting the instance again for the week after clearing. You're "meant" to be doing other things - playing other games, engaging in other in-game activities like crafting/gathering/big fishing, farming other EX content, doing older savage for gear/glam/mounts, etc. I personally myself do savage but I have no interest in doing any fight more than once a clear per week. (at least until unlock).

    What you have explained is how the system works, which i pointed out it is doing what it is supposed to do (and i understand WHY it is in place). The problem is it is incredibly limiting. "You're meant to be doing other things", but why does the same logic not apply to Extreme, Ultimate, or Unreal? Ultimate (on patch) and Unreal both have weekly lockouts but don't stop the player from jumping back in even after receiving their reward.

    2 - put plainly, progression lock is an artificial subscription time extender. Can't let people get their stuff too quickly, bad for business.
    Neither point you made here applies...at all. They've already progressed through multiple fights in my example, and they don't get things "quicker". If you only need gear from 11 for example, you can still jump into 11. You just can't get anything from 9 or 10 that week. If you need gear from 9 and/or 10 still, you still have to clear those fights, which takes time.... So?
    (1)

  2. #2
    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 TomsYoungerBro View Post
    What you have explained is how the system works, which i pointed out it is doing what it is supposed to do (and i understand WHY it is in place). The problem is it is incredibly limiting. "You're meant to be doing other things", but why does the same logic not apply to Extreme, Ultimate, or Unreal? Ultimate (on patch) and Unreal both have weekly lockouts but don't stop the player from jumping back in even after receiving their reward.
    You just answered your own question - it is incredibly limiting - because it is supposed to be limiting. Keep people around longer for more sub time. If you can't help yourself from jumping back in to the same content, well, that's something you have to deal with. It's not something for the devs to change to suit that mentality better.

    Quote Originally Posted by TomsYoungerBro View Post
    Neither point you made here applies...at all. They've already progressed through multiple fights in my example, and they don't get things "quicker". If you only need gear from 11 for example, you can still jump into 11. You just can't get anything from 9 or 10 that week. If you need gear from 9 and/or 10 still, you still have to clear those fights, which takes time.... So?
    they just don't want people jumping ahead, that's all. and if you're only doing 11 or 12 that week, you're not spending time wiping in 9 or 10 to get there. *shrug*

    Remember this is a subscription game, so anything keeping people around longer is something they want.

    But we've seen also the devs cave little by little over the years now, due to the increase in the number of jobs available to us. It's just a matter of time.
    (0)

  3. #3
    Player
    TomsYoungerBro's Avatar
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    Oct 2022
    Posts
    450
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by DrWho2010 View Post
    You just answered your own question - it is incredibly limiting - because it is supposed to be limiting. Keep people around longer for more sub time. If you can't help yourself from jumping back in to the same content, well, that's something you have to deal with. It's not something for the devs to change to suit that mentality better.
    Yes, the purpose is to strictly limit rewards. It does not technically limit gameplay. Just the type of parties you can join are limited. You can't join a 2-chest re-clear, you don't want to join prog/clear parties requesting a 2-chest clear, etc. etc. This creates the issue OP pointed out as cleared players do not funnel back into learning groups because they aren't supposed to (based on both points I listed). You get punished for doing content you re-cleared out of order, and you punish others if you've already cleared that week.


    they just don't want people jumping ahead, that's all.
    But why is that a good design choice? Because the Devs "want" it doesn't make it good design lmao.

    Quote Originally Posted by GaiusDrakon View Post
    Cos you can trivially sell clears or really just boost people with 7 people + 1 buyer.
    Thank you for explaining the system that (as I stated) is working as intended to limit rewards. The argument wasn't to attack the function of the system in question, but the flaws that make it not fun in my opinion.

    If you actually want to do Savage because you want to help people then idk if there's any good fix.
    And that is to the point of the OP. Learning parties fall off as the tier progresses because of said savage systems. I personally believe it makes it not fun because there is no flexibility. Want to PF re-clears that your static hasn't progged yet? Can't because you need to reclear previous fights with them. Friend wants help in PF getting clear/re-clear? Can't because already used it on static or elsewhere, etc. etc. Again, the system is working as it is intended, but it has its drawbacks.
    (1)

  4. #4
    Player GaiusDrakon's Avatar
    Join Date
    Dec 2021
    Posts
    397
    Character
    Gaius Drakon
    World
    Jenova
    Main Class
    Summoner Lv 100
    Quote Originally Posted by TomsYoungerBro View Post
    Yes, the purpose is to strictly limit rewards. It does not technically limit gameplay. Just the type of parties you can join are limited. You can't join a 2-chest re-clear, you don't want to join prog/clear parties requesting a 2-chest clear, etc. etc. This creates the issue OP pointed out as cleared players do not funnel back into learning groups because they aren't supposed to (based on both points I listed). You get punished for doing content you re-cleared out of order, and you punish others if you've already cleared that week.




    But why is that a good design choice? Because the Devs "want" it doesn't make it good design lmao.



    Thank you for explaining the system that (as I stated) is working as intended to limit rewards. The argument wasn't to attack the function of the system in question, but the flaws that make it not fun in my opinion.



    And that is to the point of the OP. Learning parties fall off as the tier progresses because of said savage systems. I personally believe it makes it not fun because there is no flexibility. Want to PF re-clears that your static hasn't progged yet? Can't because you need to reclear previous fights with them. Friend wants help in PF getting clear/re-clear? Can't because already used it on static or elsewhere, etc. etc. Again, the system is working as it is intended, but it has its drawbacks.
    Maybe SE can add a "rehearsal" mode where you have the exact same fight but you don't get any rewards and don't consume any lockout.
    (2)

  5. #5
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,613
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by TomsYoungerBro View Post
    What you have explained is how the system works, which i pointed out it is doing what it is supposed to do (and i understand WHY it is in place). The problem is it is incredibly limiting. "You're meant to be doing other things", but why does the same logic not apply to Extreme, Ultimate, or Unreal? Ultimate (on patch) and Unreal both have weekly lockouts but don't stop the player from jumping back in even after receiving their reward.
    Ultimate has a very different demographic and is considered such a massive step up difficulty wise that limiting the rewards doesn't matter. The issue for Savage is that if you didn't have some sort of restriction, it would always be better to run with people who have cleared. Say they reduced the penalty to only if three or more players have cleared do you lose a coffer. Now it's to your best advantage to always have two cleared players in your party. That way you're only rolling against five players instead of seven.

    Neither point you made here applies...at all. They've already progressed through multiple fights in my example, and they don't get things "quicker". If you only need gear from 11 for example, you can still jump into 11. You just can't get anything from 9 or 10 that week. If you need gear from 9 and/or 10 still, you still have to clear those fights, which takes time.... So?
    This is to prevent certain fights to die off. Look at P3 and P7 in the last two tiers. Neither would have seen almost any parties because the loot wasn't as valued, especially in the latter months when Twines weren't as big a deal. By forcing you to progress through each one, they're artificially keeping all four active. With that said, they still allow you to skip ahead should you join someone else's party. You just sacrifice your page for the week in doing so.

    At the end of the day, both systems are in place to force longevity in the same way tomes do. If every QoL idea people have asked for were implemented, you could be finished gearing a whole character in less than a month, skip all the fights you don't need/want, limit how many people you have to roll against and then have zero reason to go back. Not exactly a good system for SE when this content is intended to last for months.
    (0)
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