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Team: Zephyr
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Joined: Sat Mar 13, 2010 8:21 am
Post Remove lockouts on certian instances
Its all in the title I was personaly thinking the instnced minins in the UZ seeing as you dont have to battle over them any more which I was they were give lockouts in the first place

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Sun Apr 01, 2012 7:36 pm
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Team: The Forgotten Colonies
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Post Re: Remove lockouts on certian instances
Instances prevent massive numbers of people doing a run causing overkill.

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Sun Apr 01, 2012 11:54 pm
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Team: The Unforeseen Colonies
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Post Re: Remove lockouts on certian instances
franke456 wrote:
Its all in the title I was personaly thinking the instnced minins in the UZ seeing as you dont have to battle over them any more which I was they were give lockouts in the first place


If you remove the instance, then it means people can warp in, kill the mini uber and get loot, warp out, create a new instance, warp in and kill the mini uber again. And continue like that for a long time. So that might be a slight issue.


Mon Apr 02, 2012 12:20 am
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Post Re: Remove lockouts on certian instances
seanla4350 wrote:

If you remove the instance, then it means people can warp in, kill the mini uber and get loot, warp out, create a new instance, warp in and kill the mini uber again. And continue like that for a long time. So that might be a slight issue.



omg i would do that with mini lion over and over again, i jizz just thinking about it! :)

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Mon Apr 02, 2012 12:28 am
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Team: Zephyr
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Post Re: Remove lockouts on certian instances
seanla4350 wrote:
franke456 wrote:
Its all in the title I was personaly thinking the instnced minins in the UZ seeing as you dont have to battle over them any more which I was they were give lockouts in the first place


If you remove the instance, then it means people can warp in, kill the mini uber and get loot, warp out, create a new instance, warp in and kill the mini uber again. And continue like that for a long time. So that might be a slight issue.

Thermal i'll be honest you missed it here. I'm saying keep the instance lose the lockout.

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Mon Apr 02, 2012 2:37 am
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Team: The Unforeseen Colonies
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Post Re: Remove lockouts on certian instances
I am not sure if it is possible to code that based on how instances are coded right now. And why would you remove the lockout if you need to put a force-lock on the instance.


Mon Apr 02, 2012 2:46 am
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Team: Zephyr
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Post Re: Remove lockouts on certian instances
Because as far as I know the lockout forces you out of said gal which shouldn't need to happen seeing as it was instanced cause it was being camped out so much. So if you have an instance why do you need a lockout?

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Mon Apr 02, 2012 3:01 am
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Team: The Unforeseen Colonies
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Post Re: Remove lockouts on certian instances
Because you can instantly leave and create a new instance through the /squadcreate command.


Mon Apr 02, 2012 3:15 am
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Team: Zephyr
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Post Re: Remove lockouts on certian instances
Ok there is that but the idea is open to suggestion hence the fact its here

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Mon Apr 02, 2012 3:25 am
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Post Re: Remove lockouts on certian instances
No, for the reasons Thermal stated. The lockout is to prevent farming, and as such we won't be doing this.

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Mon Apr 02, 2012 4:01 am
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