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View Full Version : Any chance of removing lockouts on Test?


Kwoung
11-06-2005, 08:18 AM
<DIV>This has happened to me so many times it isn't funny. Seems like I am in an instanced zone with a lockout period a lot when these "Brief Updates" happen.. which of course means, whatever I was doing is completely down the tubes. Tonight was the third time for Nek Castle.. and considering the annoyance level of doing the complete round of quests every time you zone in just to get where you need to go, would be nice to at least not be locked out. Gonna check when I get in, but if it is like every other time, I won't be able to get in to finish my heritage again for the rest of the weekend now.. and this was my weekend to finish up all my outstanding ones. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Anyways, its not like there is going to be any serious farming of epics on test if the lockouts were removed.. and being as we can only get enough peeps together for raids on weekends generally anyways, being able to hit the same mob a few times in a row would be handy and go a long ways towards cutting down on the number of years it is going to take us to gear up for the harder stuff anyways.</DIV>

imakee
11-06-2005, 08:25 AM
Part of being on Test server is knowing that the server can come down at any time and ruin your plans.  When you installed and patched Test for the first time you knew that.  Whatever happened to trying to recreate a live server as closely as possible?  I do not agree with removing lockout timers on the server. <div></div>

Agathorn
11-06-2005, 08:33 AM
Kwoung is perfectly aware of the environment on Test so no need for the spanking :pBut I have to agree that the lockouts should remain. If they are taken out then we suddenly do not have an accurate environment for testing.

bcbroom
11-06-2005, 08:36 AM
<P>I'll make a sugestion, not knowing at all how difficult this may be...</P> <P>When test comes back up from patch (or bounce), could all of the lockouts be cleared? This would help deal with the downtimes, while still keeping the ruleset intact.  Just a thought.</P>

Kwoung
11-06-2005, 08:41 AM
<BR> <BLOCKQUOTE>Yes Osen, thank you for pointing that out, me being a complete noob to Test servers and all.</BLOCKQUOTE><BR> <BLOCKQUOTE> <HR> Agathorn wrote:<BR>But I have to agree that the lockouts should remain. If they are taken out then we suddenly do not have an accurate environment for testing.<BR> <HR> </BLOCKQUOTE> <DIV>Not sure it makes Test "accurate" really, live servers have set downtimes (in most cases) that can be planned around, Test doesn't. The problem only exists on Test, thus IMHO, so should a workaround maybe?</DIV>

Kwoung
11-06-2005, 08:49 AM
<BR> <BLOCKQUOTE> <HR> bcbroom wrote:<BR> <P>I'll make a sugestion, not knowing at all how difficult this may be...</P> <P>When test comes back up from patch (or bounce), could all of the lockouts be cleared? This would help deal with the downtimes, while still keeping the ruleset intact.  Just a thought.<BR></P> <HR> </BLOCKQUOTE><BR> <DIV>Thats basically what we had on EQ Test and it had the same overall effect actually. Mobs that were once a week spawns on Live servers and were insta killed by GM's on Live when there was an unexpected server down.. were allowed to stay up on Test. As an example, on a good night we could kill VS in Karnors 3-5 times. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </DIV> <DIV> </DIV> <DIV>It made the server downs go from being a drag to a being a benefit and allowed Test to catch up to live servers gear wise so we could Test the higher end content quicker.</DIV><p>Message Edited by Kwoung on <span class=date_text>11-05-2005</span> <span class=time_text>07:51 PM</span>

Zindicatt
11-06-2005, 08:50 AM
<BR> <BLOCKQUOTE> <HR> bcbroom wrote:<BR> <P>I'll make a sugestion, not knowing at all how difficult this may be...</P> <P>When test comes back up from patch (or bounce), could all of the lockouts be cleared? This would help deal with the downtimes, while still keeping the ruleset intact.  Just a thought.</P> <BR> <HR> </BLOCKQUOTE><BR>Sounds like a good idea to me really.  Just a reset following a patch would do. 

Kwoung
11-07-2005, 12:12 PM
<DIV>We did end up locked out (yet again) and didn't get a chance to return this past weekend. As we didn't get to play in the instances in SS during the crash on load UI bug that lasted a week, because if anyone dumped while zoning, they were locked out.</DIV> <DIV> </DIV> <DIV>Anyhow, since the devs have asked on many occassions for ideas on what might get more folks here without screwing the server up, I would like this put on the list. It would be a definite perk if the server had no timed lockouts on zones and that could be an attraction for some.</DIV> <DIV> </DIV> <DIV> </DIV>

Agathorn
11-07-2005, 07:30 PM
Well again if anything, still have lockouts but have them reset on server bounce. If you remove lockouts completely then try to use them as an incentive to get more people on test the you'll inevitably end up with plat farmers.

Grimsore
11-07-2005, 08:33 PM
As far as I know, there are no transfers off of test for that reason, so there will be no plat farmers. No one on test is going to buy plat.Lockouts are an annoying part of test, if they could be reset automaticly that would be cool. If its trouble to do I don't think it's worth it. We get more contested mob spawns with the bouncing so it kinda evens out. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />As far as test being like Live, never going to happen unless the populations (and player attitude) were the same. We are a micro version, much less "hard core" with advantages and disadvantages. How many thousands of 60s are on the live servers and test has what 2? And thats by choice, not by any fault of test. ok, I'm rambling now....