Man, literally half of Mor Dhona is wearing AF2/Allagan on my server.
Man, literally half of Mor Dhona is wearing AF2/Allagan on my server.
I wonder what the extreme primals will drop, more ilevel 80 gear no one will want? The lockouts on Coil are what piss me off the most in this game, more specifically the rule of not being able to do turns you've not completed if you join a later one. There's no valid excuse for that.
At the very least people should be able to redo turns and not be allowed to get loot. Would help so much with multiple FC groups.
Game's been out for awhile. What do you expect? I'm not surprised to see people decked out in the only 2 50 gear sets that have come out since launch that are Vanilla "BIS" pre-patch.
The better observation is that we've seen no alternatives for anything introduced since launch.
With the amount of people carrying/selling people through Titan, and the time in the game that has passed so many people have a decent amount of DL and/or myth gear, soon it's going to be "Relic+1/allagan gear only"
I haven't set foot in coil just because I don't have the schedule for it and honestly don't really care, so I just level jobs and farm relics.
I'm going GW2 fanboy but I wish SE would mimic their update system. Announcement that a new build is available in X time then later an announcement about the build being available and you'll be logged out in X time for the update.
This. I still can't believe they think dungeon lockouts are a good idea. Let alone locking you out of previous floors which you didn't even do that week. All the lockouts pretty much did was divide up members within a FCs, which destroys the purpose of even being in one when you require a static IMO.
Wow... just.... wow....
They did this because basically a very dedicated group could do coil 8 times across 2 different characters and dedicate an entire run to one person getting gear.
This was a thing in WoW for a few months until they patched the drop system to avoid this. (WoW implemented a Voidwatch style drop system for their version of the dungeon finder). Basically, the top guilds were running through the top tier raid with 22 alts, and 3 main jobs (one for each drop token). This way they could get as many drops as possible.
Yeah I agree that suggestion wouldn't work. But what if you instead reduced the drop rate on the chests by 12.5% for every person who has cleared? Doing 7 cleared +1 that way would give you 12.5% chance of getting an item when you open the chest. It's back to RNG but it's better than the 0% that guy has from not doing it at all now.
But even being able to go back and do turns you missed would be enough for me. EG I'll miss our turn 2 clear tomorrow because I'm out, could even miss turn 4 and be warped into 5 on Friday. I then miss out on turn 2 and 4. The game should let me go back and do them if I've joined a turn 5 run, even if I have to PUG them.
Right now I don't see what the point is of having FCs with more than 8 people. The whole system is anti FC and if there's one thing that will turn me away from this game it's this.
It makes it worse when you consider that some people (like myself) are trying to manage larger FCs to be able to run CT together, and then you have to meld even MORE schedules together. That's not something that SE can control outright, but it sure is hard to keep people interested in the game overall when you have to tell them that there isn't shit you can do for him to help them do coil aside from try to set up other members to run with them, instead of helping them yourself.
SE shows its Japanese-ness too much, too often. Try as they might to emulate the things that WoW does successfully and that modern MMO players demand as basic features, they continue to show their immaturity and inexperience with modern concepts. At this point, they really should have just re-skinned XI and been satisfied with another 10 years of 250k-ish subs. They wouldn't have had to do anything but improve on the things they realistically and historically do well: graphics, narrative and "FF Feels".
That's something else that seems funny. CT is basically the "bridge" between Darklight and coil gear, but it requires 24 people while the coil only requires 8. It really doesn't make any sense.
A one act play:
Player: "GIMME DA LOOTZ! wait...WTF, NOW THERE'S NOTHIN TO DO?!"
Game: "Well, we were gonna make it so you had to take time to progress, and there was always something to work towards- ya know, an interesting hobby wherein there was challenge and almost always- for almost all of the players- something to look forward to while also having fun. But then you said you hated anything that took some time and made 'grinding' a negative word no matter what, and basically made us wary of trotting out anything that didn't have near instant-gratification until the very end of the game. So now some of the people who like the game best have played it so much that they've basically 'beat' it, aside from doing the same dungeons once or twice a week (SEE! YOU CAN DO IT CASUALLY!! just like you demanded!)...we thought you'd like that..."
Player: "I guess we were just stupid assholes? We just overreacted- to a hilarious degree- to our frustration with EQ and FFXI. I guess the lesson we've learned here is not to throw the baby out with the bathwater, and while mindless grinding and taking damn near a year to level a character to max is ridiculous, it's just as ridiculous to create a game where it's very easy tear through the entirety of leveling, more than the dozen dungeons, and several "boss" fights available in the entire game in like two months. Like...maybe if the each of the steps between the beginning and the end of the entire game dungeon progression each took a little while longer, and leveling through public quests wasn't so absurdly easy to appease the dumbest among us, we could enjoy the small steps along the way. I mean, you certainly made those low level dungeons fun enough to do more than just a 3-4 times; if the incentive was there to do them, most people would probably easily stomach 'having' to do them like ten times, I would guess. If FATES gave less xp, people would 'grind' (I know, I know) those dungeons and probably enjoy the game experience a lot more. And bonus: Then not nearly as many people would be doing the same shit at the end of the game for so long, because it would take a bit longer to get there! We're super sorry and while it may very well be too late for this game, we hope the next potentially great MMO learns from this."
~fin
ITT: Assuming that everybody asked for the same things.