It is currently Sat Apr 27, 2024 6:06 am



Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 10 posts ] 
Author Message
 

Team: Zephyr
Main: GuestMyWeight5288
Level: 2036
Class: Engineer

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

_________________
We aren't paid to innovate. We aren't paid to do things the easy way. We aren't paid to do things the smart way.

We are SS. We do things Jeff's way.


Sun Apr 01, 2012 7:36 pm
Profile E-mail
User avatar
 

Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Remove lockouts on certian instances
Instances prevent massive numbers of people doing a run causing overkill.

_________________
Image

Image

Image


Sun Apr 01, 2012 11:54 pm
Profile
User avatar
 

Team: The Unforeseen Colonies
Main: Thermal
Level: 3024
Class: Engineer

Joined: Sat Jan 16, 2010 2:23 pm
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
Profile
Member
User avatar
 

Team: Heaven
Main: Paxx
Level: 2918
Class: Berserker

Joined: Mon Mar 14, 2011 4:44 pm
Location: Californication
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! :)

_________________
Preter is KOS!

http://img850.imageshack.us/img850/2103/mutes.jpg

playerboy345 wrote:
Hai


Mon Apr 02, 2012 12:28 am
Profile E-mail
 

Team: Zephyr
Main: GuestMyWeight5288
Level: 2036
Class: Engineer

Joined: Sat Mar 13, 2010 8:21 am
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.

_________________
We aren't paid to innovate. We aren't paid to do things the easy way. We aren't paid to do things the smart way.

We are SS. We do things Jeff's way.


Mon Apr 02, 2012 2:37 am
Profile E-mail
User avatar
 

Team: The Unforeseen Colonies
Main: Thermal
Level: 3024
Class: Engineer

Joined: Sat Jan 16, 2010 2:23 pm
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
Profile
 

Team: Zephyr
Main: GuestMyWeight5288
Level: 2036
Class: Engineer

Joined: Sat Mar 13, 2010 8:21 am
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?

_________________
We aren't paid to innovate. We aren't paid to do things the easy way. We aren't paid to do things the smart way.

We are SS. We do things Jeff's way.


Mon Apr 02, 2012 3:01 am
Profile E-mail
User avatar
 

Team: The Unforeseen Colonies
Main: Thermal
Level: 3024
Class: Engineer

Joined: Sat Jan 16, 2010 2:23 pm
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
Profile
 

Team: Zephyr
Main: GuestMyWeight5288
Level: 2036
Class: Engineer

Joined: Sat Mar 13, 2010 8:21 am
Post Re: Remove lockouts on certian instances
Ok there is that but the idea is open to suggestion hence the fact its here

_________________
We aren't paid to innovate. We aren't paid to do things the easy way. We aren't paid to do things the smart way.

We are SS. We do things Jeff's way.


Mon Apr 02, 2012 3:25 am
Profile E-mail
Content Dev
User avatar
 

Team: Admins
Main: Blue Dwarf
Level: 61
Class: None

Joined: Fri Apr 29, 2011 5:39 pm
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.

_________________
"They've taken Mr. Rimmer. Sir, they've taken Mr. Rimmer!"
"Quick, lets get out of here before they bring him back!"

Support

Image


Mon Apr 02, 2012 4:01 am
Profile
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 10 posts ] 


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.