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View Full Version : 5 day lockout timers hurting the game?


RAYVEN2
10-11-2006, 11:03 AM
<P><SPAN>Hello, lately I’ve come to realize that 5 day lockout timers are really hurting this game much more than helping it (if they help it at all).   There are quite a few reasons why I feel this way and before you flame me for my opinion please hear me out</SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>People who join pickup raids are not in raiding guilds get restricted to just relic runs because the lockout for relic runs is only 12 hours.  Most will not do names with pickups because of the 5 day lockout.  If people in raiding guilds do the names with a pickup raid they can not raid later on that week with their guild.  This restricts the content to only those who were able to get into raiding guilds or raiding alliances.  If the 5 day lockout were reduced to 12 hours or even 24 hours then people would not hesitate to do the whole zone with pickups and give more people an opportunity to see and experience zones like the Lab the way they are supposed to be played.  Some zones like the Halls of Seeing give a 5 day lockout from the first kill and therefore a person who depends on pickups to raid will never get to experience this zone.  I believe the lockouts are a restriction that is just un-necessary.  I've talked to people in raid guilds about this and gotten the same reply over and over again that if the lockout was reduced they would have no problem doing these zones with pickups or on light days when only a few people are on from the guild recruiting others from channel to complete the 24 man raid.   The reason these zones are so exclusive is because they can only be done once every 5 days and people would rather do the zone with guild since they have a much better chance for success with guild (usually). </SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>Additionally many raiding guilds hit all the raid zones they want to do on Saturday and  Sunday.  After that they are locked out for 5 days of the only zones they really want to go to.  Let’s face it, once you have full legendary/fabled gear you are no longer really motivated to go to PoA or anywhere else unless there is a nice reward.  The places you really want to go are T7 raid zones and if you are locked out of the ones you are really interested in you might not log back in to EQ2 till the zones are unlocked for you again.  Not getting the drop your looking for after 5 days of waiting to re-enter a raid zone can try a persons patience and slowly you might start to lose interest in the game.  I've seen this happen to quite a few friends who now never log on.  I think the lockouts hurt raiders and more casual players as well.  The only thing it prevents is farming but what’s the difference between beating a mob every 5 days and every 12-24 hours?  Was the mob any easier?  Was the challenge not the same?  Additionally, because of a smaller population on weekdays the number of instances open at one time is likely fewer and would lead to fewer items entering the game all week than on Saturday and Sunday when everyone and their mother is raiding.  Most items are lore so there is no hording and therefore someone else in the raid might get an item they need without needing to wait 5 days between lost  /ran 100 rolls.  I really believe this will lead to more happy players and more people involved in doing raid zones which will equal more level 70 retention instead of people getting frustrated and bored and quitting.               </SPAN></P> <P><SPAN><FONT face="Times New Roman" size=3></FONT></SPAN> </P> <P> </P>

jago quicksilver
10-11-2006, 11:06 AM
i think that 5 days is a little too much, but then again, if I went into a zone every day or 2, it would take much less time to get geared out, and people would grow weary of the zone much faster.doing the same zone more often is not the solution, having more zones to do is.

RAYVEN2
10-11-2006, 11:10 AM
I agree more zones would be great but the problem would remain the same if they also had a 5 day lockout timer for everyone but people in raiding guilds and Alliences.  What I'm trying to get at here is a way to incorporate more people into raiding and let more 70s experience good T7 fun.  Relic raiding over and over again is not raiding T7 or even fun...  

Khurghan
10-11-2006, 01:39 PM
<div></div><blockquote><hr> <p><span>Was the mob any easier?  Was the challenge not the same? </span></p><hr></blockquote>Answer to the first question is Yes. Answer to the second question is No. The better gear you have the easier encounters become (up to a point where some become trivial). XXX-guard (I think it was him) asked on the forums which loot-progression model people prefered - Model 1: Longer lockout timers but high/guaranteed chance of metal Model 2: Short lockout timers but very low chane of metal So going with short lockout timers is fine as long as loot drop rate are reduced accordingly - ask yourself this would you be happy with 12 hour lockouts if you did a trash-run in labs everyday but only saw relic (or any gear) drop maybe once every 2-3 weeks from Labs? <span></span> Anyways lockins are a far better instancing method than lockouts <span>:smileyindifferent:</span><div></div><p>Message Edited by Khurghan on <span class=date_text>10-11-2006</span> <span class=time_text>09:39 AM</span>

RAYVEN2
10-11-2006, 06:29 PM
Don't know about these boards but most people I talk to ingame hate lockout timers.  EQ2 is also the only MMORPG i've ever played with lockout timers.  All the other MMORPGs I've played had epic dungeons intended for raiding but none had lockout timers.  This enabled pickups to work well in those games giving a larger percentage of the top level community to attempt top level epic content.   Items were still rare...  Only one person gets the cool loot from each of the mobs that are killed out of 24 people(in EQ2 , more in other MMORPGs) that are present on the raid.  Sure it would take less time to accumulate the items you want but it would still take a very, very long time to get equipt.   Look at the odds.  Say 5 plate tanks on one raid and 4 plate healers.  1 in 9 chance to win plate if its dropped, 1 in 3 chance of plate being dropped if a relic chest does drop.  Because of larger loot tables on some names some fabled items are going to be even rarer than that like the sword that drops from the Alzid(spelling?) that has the Mutogenic adds who can drop  one ore two out of some 15 or more items.  Still not fast to get equipt,still rare.  Because even the hardcore can not raid everyday there is more oppertunity for those not in raiding guilds to get in on one of thse raids or pickups to actually get people to do names. 

Caetrel
10-11-2006, 06:40 PM
Removing or reducing lockouts would not give more people a chance to raid.  It would simply give the raiding guilds more loot to sell/ looting rights to sell.  Gear would be devalued as a result, creating ramifications with the economy. If someone is a non-raider or parttime raider why would they need or benefit from more opportinities to raid?  There are 4 full blown t7 instanced raid zones, if you want to raid more than 4 times a week maybe join a raiding guild? I see what you are saying about lockouts making it harder to do pick-ups but the reality of lowering lockouts is just more loot for the hardcore.  The super casual raider types seem to do alot of labs trash and that's a daily thing if you want to do it. <div></div>

FlintAH
10-11-2006, 06:49 PM
<div><blockquote><hr>RAYVEN2 wrote:<div></div> <p><span>Hello, lately I’ve come to realize that 5 day lockout timers are really hurting this game much more than helping it (if they help it at all).   There are quite a few reasons why I feel this way and before you flame me for my opinion please hear me out</span></p> <p><span></span> </p> <p><span>People who join pickup raids are not in raiding guilds get restricted to just relic runs because the lockout for relic runs is only 12 hours.  Most will not do names with pickups because of the 5 day lockout.  If people in raiding guilds do the names with a pickup raid they can not raid later on that week with their guild. <font color="#ff0000"> Why would anyone in a raiding guild want to do a pickup raid?</font>  This restricts the content to only those who were able to get into raiding guilds or raiding alliances.  <font color="#ff0000">They arent hard to get into.</font>  If the 5 day lockout were reduced to 12 hours or even 24 hours then people would not hesitate to do the whole zone with pickups and give more people an opportunity to see and experience zones like the Lab the way they are supposed to be played.  <font color="#ff0000">I disagree.  If you are in a pick up you wont complete the zone.  If you could more people would be willing to do it and not worry about the l/o timer.</font>  Some zones like the Halls of Seeing give a 5 day lockout from the first kill and therefore a person who depends on pickups to raid will never get to experience this zone.  <font color="#ff0000">On Halls of Seeing be glad if you kill a trash mob, you wont kill much else, even if it has no lockout timer.</font>  I believe the lockouts are a restriction that is just un-necessary.  <font color="#ff0000">L/o's prevent the unrestricted flow of high quality items into the server economy. </font> I've talked to people in raid guilds about this and gotten the same reply over and over again that if the lockout was reduced they would have no problem doing these zones with pickups or on light days when only a few people are on from the guild recruiting others from channel to complete the 24 man raid.   <font color="#ff0000">I dont know who you are talking about but I dread doing anything w/ a p/u.  Doing den is bad enough.  A raid zone is 4x the suck.</font>  The reason these zones are so exclusive is because they can only be done once every 5 days and people would rather do the zone with guild since they have a much better chance for success with guild (usually). <font color="#ff0000">Then join a guild.</font></span></p> <p><span></span> </p> <p><span>Additionally many raiding guilds hit all the raid zones they want to do on Saturday and  Sunday.  After that they are locked out for 5 days of the only zones they really want to go to.  Let’s face it, once you have full legendary/fabled gear you are no longer really motivated to go to PoA or anywhere else unless there is a nice reward.  The places you really want to go are T7 raid zones and if you are locked out of the ones you are really interested in you might not log back in to EQ2 till the zones are unlocked for you again.  Not getting the drop your looking for after 5 days of waiting to re-enter a raid zone can try a persons patience and slowly you might start to lose interest in the game.  I've seen this happen to quite a few friends who now never log on.  I think the lockouts hurt raiders and more casual players as well.  The only thing it prevents is farming but what’s the difference between beating a mob every 5 days and every 12-24 hours?  <font color="#ff0000">The flow of loot into the economy.</font>  Was the mob any easier?  <font color="#ff0000">Not once you get the strat down.  It becomes autopilot easy.</font>  Was the challenge not the same?  Additionally, because of a smaller population on weekdays the number of instances open at one time is likely fewer and would lead to fewer items entering the game all week than on Saturday and Sunday when everyone and their mother is raiding.  Most items are lore so there is no hording and therefore someone else in the raid might get an item they need without needing to wait 5 days between lost  /ran 100 rolls.  I really believe this will lead to more happy players and more people involved in doing raid zones which will equal more level 70 retention instead of people getting frustrated and bored and quitting.             <font color="#ff0000">Making an item lore doesnt stop the flow of items into the economy.  Otherwise I wouldnt have 4 breastplates, 6 two handers, 5 helms and a ton of other stuff.  Raiders do not want to do a zone more often.  Most zones are on autopilot easy.  Why would you want to spend 6 days a week doing autopilot easy stuff instead of 2?  After a while people say it isnt worth it no matter what loot you get.  The solution is more content not making the existing content more repeatable.</font> </span></p> <p><span><font face="Times New Roman" size="3"></font></span> </p> <hr></blockquote></div>

FlintAH
10-11-2006, 06:50 PM
<div><blockquote><hr>RAYVEN2 wrote:<div></div>I agree more zones would be great but the problem would remain the same if they also had a 5 day lockout timer for everyone but people in raiding guilds and Alliences.  What I'm trying to get at here is a way to incorporate more people into raiding and let more 70s experience good T7 fun.  Relic raiding over and over again is not raiding T7 or even fun...  <hr></blockquote>Then join a guild or alliance.</div>

FlintAH
10-11-2006, 06:53 PM
<div><blockquote><hr>RAYVEN2 wrote:<div></div>Don't know about these boards but most people I talk to ingame hate lockout timers.  EQ2 is also the only MMORPG i've ever played with lockout timers.  <font color="#ff0000">Play some more then.  Other games have l/o timers.</font>  All the other MMORPGs I've played had epic dungeons intended for raiding but none had lockout timers.  This enabled pickups to work well in those games giving a larger percentage of the top level community to attempt top level epic content.   Items were still rare...  Only one person gets the cool loot from each of the mobs that are killed out of 24 people(in EQ2 , more in other MMORPGs) that are present on the raid.  <font color="#ff0000">How does that make it rare?</font>  Sure it would take less time to accumulate the items you want but it would still take a very, very long time to get equipt.   Look at the odds.  Say 5 plate tanks on one raid and 4 plate healers.  <font color="#ff0000">Why would you take 4 clerics on a raid?</font>  1 in 9 chance to win plate if its dropped, 1 in 3 <font color="#ff0000">arent there 4 types of relic?</font> chance of plate being dropped if a relic chest does drop.  Because of larger loot tables on some names some fabled items are going to be even rarer than that like the sword that drops from the Alzid(spelling?) that has the Mutogenic adds who can drop  one ore two out of some 15 or more items.  Still not fast to get equipt,still rare.  Because even the hardcore can not raid everyday <font color="#ff0000">we can and do</font> there is more oppertunity for those not in raiding guilds to get in on one of thse raids or pickups to actually get people to do names. <hr></blockquote></div>

Marcuzs
10-11-2006, 07:02 PM
<BR> <BLOCKQUOTE> <HR> RAYVEN2 wrote:<BR> Don't know about these boards but most people I talk to ingame hate lockout timers.  EQ2 is also the only MMORPG i've ever played with lockout timers.  All the other MMORPGs I've played had epic dungeons intended for raiding but none had lockout timers.  This enabled pickups to work well in those games giving a larger percentage of the top level community to attempt top level epic content.   Items were still rare...  Only one person gets the cool loot from each of the mobs that are killed out of 24 people(in EQ2 , more in other MMORPGs) that are present on the raid.  Sure it would take less time to accumulate the items you want but it would still take a very, very long time to get equipt.   Look at the odds.  Say 5 plate tanks on one raid and 4 plate healers.  1 in 9 chance to win plate if its dropped, 1 in 3 chance of plate being dropped if a relic chest does drop.  Because of larger loot tables on some names some fabled items are going to be even rarer than that like the sword that drops from the Alzid(spelling?) that has the Mutogenic adds who can drop  one ore two out of some 15 or more items.  Still not fast to get equipt,still rare.  Because even the hardcore can not raid everyday there is more oppertunity for those not in raiding guilds to get in on one of thse raids or pickups to actually get people to do names. <BR> <HR> </BLOCKQUOTE><BR>Actually other MMOs just had long RESPAWN timers rather than the lockouts we have now. So you can have all mobs contested and respawn in 5 days or rather have them instanced and can go back in 5 days. What your asking for is basically what T5 was. Alot of smaller zones with 18 hour lockouts that dropped mostly WOOD chests. 5 Day lockouts are nothing when your raiding all the zones. Personally I feel that going in every 5 days for a much better chance at metal chest(not necessarily good loot) is a whole lot better than doing the same zone every single day in hopes something other than vendor trash will drop.

Trynnus1
10-11-2006, 11:42 PM
<P>I see both sides of the arguement here and want to put my 2 cp in.</P> <P>As a new raider in a casual guild that is rebuilding Labs/ ToS/ Lyceem x2 is all we are capable of right now. I agree locks could be shorten to say 3.5 days to allow for 2 runs through a week but not less.</P> <P>My alternate idea is moving all the relic drops onto the named to compensate for the reduced timers. No more trash runs for relic. the concern about more gear entering the economy is a legitimate concern. However, when KoS first came out I seem to recall discussion about the higher drop rates from labs, specifically relic gear.</P> <P>My guild has averaged 1.5 peices of relic from trash runs over the last month (15 raids total). We have only killed named 1 once when we had the right guildies on for all 24 spots. still only got 3 drops. 1 open raid dropped 5 peices, but there have been at least 5 nights where nothing dropped. With most loot no-trade, what does reducing the timer really do? get people 2 sets of relic?</P>

SourChikn
10-12-2006, 12:25 AM
<DIV>I agree with the OP that there is too much variety in lockouts.... all raid zones should be 5 day 20 hours on the first mob you kill... just zoning in should yield no lockout...</DIV>

FlintAH
10-12-2006, 12:51 AM
<div><blockquote><hr>Trynnus1 wrote:<div></div> <p>I see both sides of the arguement here and want to put my 2 cp in.</p> <p>As a new raider in a casual guild that is rebuilding Labs/ ToS/ Lyceem x2 is all we are capable of right now. I agree locks could be shorten to say 3.5 days to allow for 2 runs through a week but not less.</p> <p>My alternate idea is moving all the relic drops onto the named to compensate for the reduced timers. No more trash runs for relic. the concern about more gear entering the economy is a legitimate concern. However, when KoS first came out I seem to recall discussion about the higher drop rates from labs, specifically relic gear.</p> <p>My guild has averaged 1.5 peices of relic from trash runs over the last month (15 raids total). We have only killed named 1 once when we had the right guildies on for all 24 spots. still only got 3 drops. 1 open raid dropped 5 peices, but there have been at least 5 nights where nothing dropped. With most loot no-trade, what does reducing the timer really do? get people 2 sets of relic?</p><hr></blockquote>The lockouts have no effect on relic.  Just leave that out of the arguement.  You have to kill a named in labs for the 6 day l/o.  Those are the mobs that drop lots of loot.  And it being no trade is irrelevant. You just log on whoever needs the loot and run them there instead of mailing/trading it to them.  You have 30 minutes to do it in.  Plenty of time.</div>

HomeChicken
10-12-2006, 01:45 AM
if they lower the lockout timer on ANY zones by even a little bit, they need to reduce the amount of gear, if you wanna go to a day or two lockout (like t5 raiding) then make the loot drop like in t5 raiding, maybe once a week you would get a master chest? maybe a little bit more often, but the way the raids are now, one raid can be like 15+ peices of fabled gear, that should be a week at LEAST worth of a lockout, anything less than that and fabled gear becomes even more avail, id love to go back to a t5 style of raiding, like 6-7+ raids to do daily, each with a day or two lockout, but you could run all fo them in a day and maybe get 1-2 peices of fabled at most, that was really cool that way, the way the loot drops now, lowering the lockout would be asinine

ElricM
10-12-2006, 03:51 AM
I think the lockout timer of 5 days is a good time for the bigger raidzones. If you lower this this timer you need to lower the dropchance. Makes no sense for me.

RAYVEN2
10-12-2006, 07:36 AM
<DIV> <P><SPAN>I have to disagree with a lot of the responses here.  First, depending on your class raid guilds can be very hard to get into.  Raiding guilds only need so many of each class.  Plate tanks tend to be out in the cold more often than other classes since there are always 2000000 paladins on every server and there is of course our 24 man raid limit.  It is easy to get into a raid guild if you play a rare class like a Troubadour or a DPS class since extra DPS is good where as to many tanks will usually [Removed for Content] your raid.   You might say start your own guild then but that tends to be a ton of work which a lot of people are not willing to take on.  I used to run a guild in DAOC which is not nearly as involved as EQ2 in my opinion.  It was a ton of work and annoying to deal with everyone’s issues in addition.  It felt like I was paying 14.99 a month to work in a game instead of playing one.  </SPAN></P> <P><SPAN> <EM><SPAN>Look, I'm not talking about myself here</SPAN></EM>.  I'm in a raiding alliance and raid T7 regularly.  What I’m saying here is that I see a pattern with people who work to 70 just to get frustrated when they get there.  I have quite a few friends on my friends list who never log on anymore because they have done all the other content and now just want to raid. Problem is they can't get a slot in raiding guilds and yes they tend to be tanks.  I enjoy raiding with my guild and the alliance but I wouldn’t mind joining a pickup raid if they were doing a raid zone which we didn’t have scheduled that day as long as I wasn’t locked out of my guild or alliance event.  </SPAN></P> <P><SPAN>Also, its true pickup raids tend to suck but that’s usually because the leaders are not experienced and have no idea what they are doing.  There are several people on AB that run pickups for relic all the time and know how to run them.  They get everyone into Ventrillo and accomplish some amazing things considering they are pickup raids.  Before I joined the alliance I'm a part of I did relic runs all the time with pickups, *nearly completed MoA4 with a pickup and with a *half pickup raid did HoS(of course we used Ventrillo).  Sure we whipped out in HoS but not before killing the Shadowy Presence and getting a Cuirass of Shadow-fire I think it was called.  Sure nudity came shortly afterward and he was the only named we got to attempt due to 9 raid wipes or so but  my point is that it is possible for pickups to do ok but they need experienced players guiding the way.  The occasional fully fabled tank doesn’t hurt either.  I know quite a few players from raiding guilds that would have no problems joining a pickup raid if they did not get locked out preventing them from joining a guild raid. </SPAN></P> <P><SPAN><FONT face="Times New Roman" size=3></FONT></SPAN> </P></DIV>

FlintAH
10-12-2006, 09:05 AM
<div><blockquote><hr>RAYVEN2 wrote:<div></div> <div><p><span>  I know quite a few players from raiding guilds that would have no problems joining a pickup raid if they did not get locked out preventing them from joining a guild raid. </span></p> <p><span><font face="Times New Roman" size="3"></font></span> </p></div><hr></blockquote>If the l/o was shorter the raiding guild they are in would raid it more often.  Unless the l/o was less than 12 hours that would always prevent them from doing a p/u.</div>

Antipalad
10-12-2006, 01:37 PM
Reduce the lockout timers, and we're back to T5 zones where mobs had a chance at dropping master/fabled.Considering how few actual instances there are in t6/t7, this is not a path I want back.

HomeChicken
10-13-2006, 06:42 AM
<DIV>in responce to the point about how some classes have a hard time getting into raids, i definitely see that, and it is rough, but fact of the matter is, if you wanna raid enough, you can always make a class that is wanted by a raid force, i have seen many people do it in my guild alone, we dont need XXX class, so someone who wants to raid goes and rolls up whatever class is most usefull and starts to raid, sure that seems like a lot to ask, but the way the game works, a raid of 24 guardians or 24 paladins or 24 wizards or 24 of bascily any class will not work, gotta play with the rules they gave us heh</DIV> <DIV> </DIV>

Finora
10-13-2006, 10:42 AM
<BR> <BLOCKQUOTE> <HR> Caetrel wrote:<BR>Removing or reducing lockouts would not give more people a chance to raid.  It would simply give the raiding guilds more loot to sell/ looting rights to sell.  Gear would be devalued as a result, creating ramifications with the economy.<BR><BR>If someone is a non-raider or parttime raider why would they need or benefit from more opportinities to raid?  There are 4 full blown t7 instanced raid zones, if you want to raid more than 4 times a week maybe join a raiding guild?<BR><BR>I see what you are saying about lockouts making it harder to do pick-ups but the reality of lowering lockouts is just more loot for the hardcore.  The super casual raider types seem to do alot of labs trash and that's a daily thing if you want to do it.<BR> <BR> <HR> </BLOCKQUOTE> <P> </P> <P>Exactly what I wanted to say in reponse to the OP.</P> <P>Really, if you want to raid so much, join a guild that raids. Removing/lowering lockout timers would not fix the problem that you seem to have with the system (and no, I'm not in a raiding guild that farms these zones).</P> <P>(Yes I saw you said this was general, not about you since you are in an alliance, but it still applies to all those that are 70 and bored. You can get into a raid guild. They just have to locate the right one.)</P><p>Message Edited by Calendri on <span class=date_text>10-13-2006</span> <span class=time_text>02:48 AM</span>

Margen
10-14-2006, 06:55 PM
<DIV>I say keep the lock out timers the same, but increase the number of raid zones. We do one raid a night 5 nights a week.</DIV> <DIV> </DIV> <DIV>Labs for example is becoming stale, A lot of the drops are becoming vendor trash and less people want to do the run.  </DIV> <DIV> </DIV> <DIV>Having say three more x4 raid zones would allow more variety in raiding and allow a sense of progression.  Example your guild starts out in place like Labs and Lychmore (sp) then advance to HOS and DT then advance to zone x and y.</DIV> <DIV> </DIV> <DIV>Just a thought</DIV>

quamdar
10-14-2006, 11:57 PM
<div></div>i would like to go back to the way T5 was.  all these long raid instances are just SO boring i would much prefer a few small ones to do between contested and a lot more contested mobs and then maybe two long instances to do.  i just think when all raid instances are the same like they are it gets VERY boring and repetetive.if we get a lot of contesteds though i don't really care.<div></div><p>Message Edited by quamdar on <span class=date_text>10-16-2006</span> <span class=time_text>05:42 PM</span>

ReviloTX
10-16-2006, 12:03 PM
<DIV>For me, at least, the best mix of content for raiding would be a combination of T7 and T5.  T6 was sort of like this.. but T6 was so short I hardly recall it.</DIV> <DIV> </DIV> <DIV>Here's what I'd do with T7 raiding.  Labs being the only 6 day lockout "long" zone with no access.  DT being the other, with access as is currently required.  Everything else (besides contested) would be single mob instances much like T5 was.  Have a bit of progression to the single mob instances, much like Labs - DT is a little bit of progression.  Now, you'd need quite a few single instances probably at least 5.  Lockout on those is 18 hours, so you can do them daily.  Obviously the drop rate for metal has to be fairly low, maybe 25% (and large loot tables).  The easier of the single mob zones provide low to medium level fabled and the harder ones provide higher end fabled, comparable to stuff off Vyemm/Tarinax (well, and you sort of need to redo the loot in those zones too, as the best stuff doesn't drop off the hardest mobs necessarily).</DIV> <DIV> </DIV> <DIV>More contested, so someone other than the top guild on each server gets a shot at them.. lots more.  These should be the hardest to kill and provide top-notch gear.</DIV>

Molokan
08-28-2007, 01:49 PM
<p>I'm online now trying to find the lockout timers for a few zones out-of-game so I can plan to be with different groups I like to hang out with and not have lockout conflicts with the places they plan to go in the next week.</p><p>Much of the discussion I've read here is about the effect on the economy. One said raid guilds would have just more to sell but No-Trade handles that just fine. </p><p>Many say the drop rate should be reduced relative to a decrease in lockout timers. But have you considered how long it takes to successfully equip the same 24 people needing at least 7 items for body armor alone, excluding weapons and jewelry? Then think that it's not always the same 24 people. Further consider that most people play on weekends and essentially have their own built-in lockout timer.</p><p>Another point brought up was that no other MMORPGs have zone lockout timers, not quite but almost true, and a very good case proving that other games have found a way to deal with this issue versus the simplistic answer EQII has provided.</p><p>Another possible reason for these timers could be content exhaustion. But EQII is replete with content and if you burn out on a zone I would hope as either an individual or org you'd logically decide to change the venue on your own.</p><p>Yes think it's time for the lockout timers to go. I really don't see anything but negative impacts on the game coming from them, many of those already presented in this thread.</p>

zaneluke
08-28-2007, 02:17 PM
Holy bring out a 10 month old thread batman.

LordPazuzu
08-30-2007, 05:52 PM
If raids are going to be instanced instead of contested, then the lockouts are a necessary to manage the influx of items into the game.  I think 5 days is quite generous, I would have gone with a full week lockout.