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View Full Version : What is with all the extremly long reuse timers on zones?


Grace37
05-16-2006, 10:17 PM
Well i understand that when the game started the reuse timers for zones were to simulate the mobs haveing to regroup but now a days the game has left all the rp behind so whats the point the zones are almost all instanced so it cant be for the croud control the treasures and such you get are almost made to be one time only or lore so tell me whats the point in a 20 hour reuse timer on them? some zones have multi day reuse timers even though there rarely used or visited. i think unless there is a good explination that all zones should be easily entered as much as you want. such explination could be that once exited the mystacal entrance runs out of power and then needs (an ammount of in game time) to recharge.

Fennir
05-16-2006, 10:21 PM
Well which would you prefer more.... a good explanation or no lockout timers?  I can tell you what you're gonna get...(instances provide guaranteed chances at loot from named mobs.  to stifle the flow of these items entering the world and to keep people coming back for more while they continue to pay monthly, your access is restricted by time...)<div></div>

Grace37
05-16-2006, 10:28 PM
seems stupid to me. there could be other ways of controling the flow of items into the world then making us wait for something we are paying real money to do. in the real world items degrade if not taken care of by mending polishing and sharpening. there you have a way to get rid of some of the items that are flooding. just like they did with money. it goes out through buying, lotto, and other such things. the more of an item there is in the world the less people can get from selling it. if they want the game to work they need to look at the real world and emulate some of the things. it would also give a more realistic feeling in the game people like to work hard and struggle for something because when they get it they feel proud and acomplished but with this instant gradification thing they got going you never feel that anymore because it was so easy. but that is for a diffrent discussion lol thanks for reading my ramblings

reaper_m
05-16-2006, 10:29 PM
To put it simply, it's to prevent farming.

IllusiveThoughts
05-16-2006, 10:31 PM
<BR> <BLOCKQUOTE> <HR> Fennir wrote:<BR><BR>(instances provide guaranteed chances at loot from named mobs.  to stifle the flow of these items entering the world and to keep people coming back for more while they continue to pay monthly, your access is restricted by time...)<BR> <BR> <HR> </BLOCKQUOTE><BR>thats about the best answer your gonna get.

Gungo
05-16-2006, 10:56 PM
<P><BR> </P> <BLOCKQUOTE> <HR> Grace37 wrote:<BR>seems stupid to me. there could be other ways of controling the flow of items into the world then making us wait for something we are paying real money to do. in the real world items degrade if not taken care of by mending polishing and sharpening. there you have a way to get rid of some of the items that are flooding. just like they did with money. it goes out through buying, lotto, and other such things. the more of an item there is in the world the less people can get from selling it. if they want the game to work they need to look at the real world and emulate some of the things. it would also give a more realistic feeling in the game people like to work hard and struggle for something because when they get it they feel proud and acomplished but with this instant gradification thing they got going you never feel that anymore because it was so easy. but that is for a diffrent discussion lol thanks for reading my ramblings<BR> <HR> </BLOCKQUOTE> <P><BR>Item detiriation is another gaming concept. It was thrown out in beta because peopel don't like thier fabled wpns turning into scrap metal after so many uses. lockout timers are fine as long as there is enough content to be locked out from. </P>

PlatSt
05-16-2006, 11:01 PM
<P>What is with the idea that because you pay for something you should be able to do whatever you want with it whenever you want?  If you pay $13 to go see a movie does that entitle you to have the ending changed if it's not the one you wanted?</P> <P>The zone timers are there for many reasons.  Farming, as stated above, is a big one.  Also, sometimes players don't know what's good for them.  When Splitpaw Saga came out, thousands of people were literally doing nothing but running through Harclave over and over again.  It had to be changed.  Those aren't the only reasons either.</P> <P>The devs work hard to bring us a balanced game that's fun for everyone.  Just because you pay a fee to play it doesn't mean they should give you everything you want.  If they did, you would probably realize that you don't actually know squat about what you want.</P>

FreaklyCreak
05-17-2006, 05:00 PM
Are the timers longer because of the free access to most instances now on test? Is that what you mean or are you talking about current/live timers that are on live servers?

Leawyn
05-17-2006, 08:28 PM
Is there really so much demand to hit the single group instances more than once a day. Honestly. There are probably 50 instance zones you can visit now, most on a 6-20 hour lockout. If thats not enough content, you have too much time on your hands.