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Post Re: Simplify Lockouts
heylo wrote:
SI wrote:

Perhaps instead of having all of the same-length lockouts reset on the same day, it would be better to stagger them?


What does this mean exactly?



Godsteel wrote:
heylo wrote:
SI wrote:

Perhaps instead of having all of the same-length lockouts reset on the same day, it would be better to stagger them?


What does this mean exactly?

My understanding is that different ubers have lockout reset on different days. You could have all ubers lockout reset on sunday, or if it's staggered you would have for example knight reset on monday, cess on tuesday, rhino on wendesday and so on.


Are you talking with yourself?

Masterful wrote:
What about Ancalagon?


They can schedule lockout resets ahead in time for 85 years. BNF could reset every 12 days for everyone, say first unlock at 1st, next at 13th, then 25th. Kidd could reset every 2 days for everyone. But obviously that would be "a bit unbalanced" so they won't do that, after all they're not even devs


Thu Oct 08, 2015 4:19 am
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Post Re: Simplify Lockouts
The White wizard15 wrote:
They can schedule lockout resets ahead in time for 85 years. BNF could reset every 12 days for everyone, say first unlock at 1st, next at 13th, then 25th.


Precisely, all lockouts near one week become one week and all 2, 3, 10, 12 day lockouts cycle naturally as they would, but with a standardized reset time.


Thu Oct 08, 2015 6:21 am
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Post Re: Simplify Lockouts
This seems excellent, and should even work OK for un-instanced stuff. Sure, there would be a rush at the beginning and end of the lockout window but I don't consider that a bad thing.

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Thu Oct 08, 2015 6:49 am
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Post Re: Simplify Lockouts
Coming soonTM

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Thu Oct 08, 2015 6:56 am
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Post Re: Simplify Lockouts
This isn't strictly better compared to current system unless improved lockouts window is added. I think biggest strength about this suggestion is how it could possibly encourage more player interaction.


Thu Oct 08, 2015 7:50 am
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Post Re: Simplify Lockouts
Antilzah wrote:
This isn't strictly better compared to current system unless improved lockouts window is added. I think biggest strength about this suggestion is how it could possibly encourage more player interaction.


I disagree. The current system highly encourages doing your lockouts assoon as they come up and reward people that do because they can do their lockouts more often in a given time period. Basically, it encourages hard-core play which is a bad game design. Casuals shouldn't be punished for being casual in these kind of aspects of the game.

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Thu Oct 08, 2015 8:05 am
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Post Re: Simplify Lockouts
I think this suggestion is good for mentioning during one of our meetings. I'll see what the consensus is on it.

I personally somewhat agree with the idea because in some other MMOs they have specific times in which instances reset, or 'dailies' in general reset server wide, which, as you mentioned allows for a universal time span in which everyone can do their instances and thus team up for runs, etc.


Thu Oct 08, 2015 9:37 am
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Post Re: Simplify Lockouts
Or, you know, implement a queue system. What a novel idea.

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Thu Oct 08, 2015 5:21 pm
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Post Re: Simplify Lockouts
thecrazygamemaster wrote:
Or, you know, implement a queue system. What a novel idea.


Queues for bosses? Sounds grotesque

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Thu Oct 08, 2015 8:14 pm
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Post Re: Simplify Lockouts
anilv wrote:
thecrazygamemaster wrote:
Or, you know, implement a queue system. What a novel idea.


Queues for bosses? Sounds grotesque


Not that kind of queue system. An automatic squadding system similar to Looking For Group.

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Fri Oct 09, 2015 9:10 am
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Post Re: Simplify Lockouts
Playerbase is far too small for that to work. You'd just be sitting in queue for days :wink:

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Fri Oct 09, 2015 9:59 am
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Post Re: Simplify Lockouts
heylo wrote:
Playerbase is far too small for that to work. You'd just be sitting in queue for days :wink:


I don't disagree with you, but that is no reason to not implement one for steam release. I f steam does result in a considerable amount of new players it woild be best to have the bottlenecks that will create removed beforehand as much as possible.


Fri Oct 09, 2015 10:27 am
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Post Re: Simplify Lockouts
ShawnMcCall wrote:
heylo wrote:
Playerbase is far too small for that to work. You'd just be sitting in queue for days :wink:


I don't disagree with you, but that is no reason to not implement one for steam release. I f steam does result in a considerable amount of new players it woild be best to have the bottlenecks that will create removed beforehand as much as possible.


I don't think a queue system is a bad thing to have by any means. However, I think you'd need atleast a couple thousand ACTIVE players for a queue system to function properly. And I highly doubt even steam will bring in that many. It would just be better to use resources on other projects such as the lockout UI :)

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Fri Oct 09, 2015 4:35 pm
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Post Re: Simplify Lockouts
I think its good for some things, but not all bosses; Speically bad for non instanced ones.

Here's a idea what lockouts command should provide.
(Had some help from team + peps to finalize it)

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Post Re: Simplify Lockouts
Omg yes, would make finding a squad for oly, subspace etc so much easier since everyone will be doing it on that specific day. Its what happens on destiny and works great, i also think no lockout should be longer then a week.

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Fri Oct 09, 2015 9:47 pm
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