I never played wow, but the ff 11 I played had no lock outs where you had to take a specific amount of people.
@underlined: Not really a problem. SCH magically (in comparison to ACN/SMN) gets an assload of MND and PIE, like over 100 points total. If LNC ever got a tank class they would just magically get a lot of VIT/whatever else they need. Same with any job doing something radically different.
Definitely seconding that we need another 2nd job though.
Lancer to Templar has sounded really cool, but I don't see it actually happening.
Apparently some new traits showed up in 2.28, Rogue related.
http://xivdb.com/?search/!patch-Patch2.28 (Skill TAB in japanese)
DEX traits, fall damage reduction, movement speed increased, movement speed penalty reduced under Stealth, TP regen increased and a bunch of buffs to other skills.
Not accurate. Salvage was not technically a 24 hour lockout. The lockout was obtaining the entry pass itself, which you could have one on standby for, so basically being able to do two back-to-back. Obtaining the pass itself was locked to once per RL day. You could obtain a pass 15 minutes before JP midnight, enter Salvage, wipe to Arrapago, exit, and get your next pass in 20 minutes.
These are one per RL week without the obfuscation of the entry passes, so it's fairly similar. You could complete two coil sets straddling the JP midnight weekly reset and basically be in the same position that you might be in if you only did Salvage twice a week.
Bear in mind, I quit in like, 2010, so that's how it *was* back in the pre-Abyssea days.
Dynamis was a true "72 hour lockout".
Yep, sitting around waiting on a bee to spawn was tons of fun.
Ya, everyone got to participate. When a new person joined the ls we could put them into a salvage team immediately and if a team got too big we could split people up and form an additional one. If someone couldn't make it, it wasn't a big deal.
FF14: New person joins the FC, "ugh.. ya, so we will look out for a group that needs you." if someone can't make it one night, "fuuuuuuuuuuu"
Coil 2 adding the sand/oil dynamic made it even worse because good luck finding a person to sub in for a night that will agree to pass on those...
The lockout by itself isn't a problem... its the combination of everything that makes it the bad perfect shitstorm it is.
You can't even build a farm group because unless you are adopted irl you won't get all the drops you need before the next iteration of coil comes out... me and the healer I ran with in coil1 didn't get allagan gloves, a turn 1 drop, until coil 2 came out. The entire reason I became a caster was because healer stuff never dropped and my caster became better geared even though I only got to greed after the other 2 blms got what they wanted lol.
The problem with the sand is that there is no fair way to distribute it to a pug..
We ran into this problem awhile back when we had a guy that had to leave for a week...
There was a person in line for the next sand.. if the pug rolled against that person the pug would have a 50/50 chance to the sand. That isn't fair.
If we all rolled for it, it might go to someone who didn't need it and that would be a waste.
There is no way to give the pug the 1/8 chance to win it while still respecting the will of the other 7. Other games will let you trade items shortly after winning them
It is another one of those things where... each element by itself isn't so bad...
Many systems are exploitable, including this one. 3 people lot with the intention of trading it to one of the 3, thereby tripling that person's odds of getting it. Situationally, that's not fair to others in the group, especially if they weren't aware of this little deal.
No system is perfect. The current system is far from perfect. It boils down to a preference for freedom (and all the drama that can arise from that) vs. structure (and the frustrations that come from the limitations of such rigid structure).