124303-want-more-players-lfrduty-finder-page-8

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Points 1&3 are probably the ones I agree with the most.  1 because there is quite a huge jump from instances to the raid scene, and 3 because it would drastically improve scheduling/timing issues.  There could definitely be a better bridge between the two.  As far as the difficulty aspect is concerned, the only reason I have any issue with it is the development time it would take to basically rework an entire raid in this fashion.  They would be better served providing additional content that would either serve point 4, or give people more things to do.  There is also the long-term effects of having large-scale content that is so easily consumed, but that tends to be a bit more nebulous.
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I don't see any raid changes coming. Don't delude yourself. It would materially change the game into something else. Not gonna happen.
 
And can I ask why you bought the game, and now want a core feature changed to suit you?
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Points 1&3 are probably the ones I agree with the most. 1 because there is quite a huge jump from instances to the raid scene, and 3 because it would drastically improve scheduling/timing issues. There could definitely be a better bridge between the two. As far as the difficulty aspect is concerned, the only reason I have any issue with it is the development time it would take to basically rework an entire raid in this fashion. They would be better served providing additional content that would either serve point 4, or give people more things to do. There is also the long-term effects of having large-scale content that is so easily consumed, but that tends to be a bit more nebulous.
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Your argument against implementing LFR goes 2 ways:
 
How creating a new raid affects me and others like me:
- Development time for tuning and re-scripting the raids
- Development time for creating new base pop and boss mechanics
- Development time for creating new maps
- Development time for changing class skills based on how effective they are in the new raid (not always necessary)
- Development time for new loot
- Breakdown of social interaction between players
 
But.. lets ignore that.
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Heck, we should just require 1 CREDD per week to enter datascape at its current difficulty.
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I agree.
But every PvP match will cost you 2 CREDD from then on.
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Well we'd weigh it by development time.  Datascape costs 1 credd per week to access.
Carbine gives people 1 CREDD every 2 weeks for access to PvP.
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I'm pretty sure pvp takes alot more time and ressources just because EVERYTHING needs to be perfectly fair for all classes. Since this will never be the case there will always be people checking numbers and trying to tune every class, etc.
 
PvE doesn't have to be fair. For example some pairs are easier than first DS bosses, while some are insane and super RNG based. So while it takes alot of time to develop, it takes a lot less to maintain so to speak.	
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I'm pretty sure pvp takes alot more time and ressources just because EVERYTHING needs to be perfectly fair for all classes. Since this will never be the case there will always be people checking numbers and trying to tune every class, etc.
 
PvE doesn't have to be fair. For example some pairs are easier than first DS bosses, while some are insane and super RNG based. So while it takes alot of time to develop, it takes a lot less to maintain so to speak.
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I'm not following.
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			This is still going? Everything has been discussed, what else is there to add?	
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This is still going? Everything has been discussed, what else is there to add?
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This is still going? Everything has been discussed, what else is there to add?
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This is still going? Everything has been discussed, what else is there to add?
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I am pretty sure Yas, Jeff and Lethal could keep it going (in an endless loop) for at least another 45-50 pages, easy.  :lol: ;)
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OK, so you listed some stuff saying this is why LFR shouldn't be made because of how development affects the game right? Since no feature is in a vacuum? I turned that around and used your reasoning as to why no new raids should be made. Because, as you said, no feature is in a vacuum right? 
 
Everything you said, save the part about "And all to try and to offer an end-game mode to players it was never intended for.", applies to creating new raids as well. And my answer to that part is, intentions can change when money/financial situations dictate otherwise.
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This is still going? Everything has been discussed, what else is there to add?
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What, did you expect someone to make a thread about something they're enjoying?  It's a lot easier to keep a thread going about something you don't, even if I'm pretty sure most of the posters here haven't even really tried to raid.
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I swear if you say that people who want LFR should try housing for casual content I might break something chua-ish. Most infuriating answer I've ever seen.
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Well, there has been significant lumping people into groups for what they want. The assumption is that people who want LFR also want an easier version of the current raids to go along with it. That assumption does not hold true in all cases. But there are some overlap in positions.
 
These are the various positions I've seen
-Raids should stay as they are
-Loot lockout should be added to current raids
-Raids should be broken down into more manageable chunks
-Raids should be in the group finder
-Raids formed in the group finder should be easier versions of the current raids
-New raids designed for more casual players should be created
 
Of the above, the only one of these that I'm "against" is the second to last, and I'm not really even against it that much, assuming that it is done in such a way that it is not encouraging people to run the same content twice and that it doesn't take too much developer time away from creating future content. The only reason that I'm not in favor of it is that I think it better serves the causal player to offer the same content that's already there, but broken into into more manageable chunks (save states added). I say this because I think the average casual player would have a lot more fun doing the current raids than easier versions. I'm not trying to be combative or fight with anyone over that. I could be wrong. But I've seen some pretty darn casual players be very successful in GA and have a blast, and the only difference between them and some of those asking for easier versions of the raids is they they are able to play on a schedule. Remove the schedule constraint, and I just don't see a reason to make the fights any easier.
 
This works because this game gives GREAT feedback. I very, very rarely as a raid leader have to pull someone aside and explain why they died. Now often I have to strategize about how to avoid those deaths, but that's part of the fun of raiding. And if you throw a whole community at these raids then some basic strats will eventually emerge that will be common knowledge (like the third pull in STL where groups with average DPS always pull the adds back around the corner without even talking about it).
 
When we bring new players into raid, I can explain what they are supposed to do in x-89, Phage Maw, and Prototypes in less that three minutes. Usually they have to see it in action once or twice, but with a quick explanation and the game's natural feedback, they come up to speed quick. Kuralak is admittedly a different story :)
 
My goal here is not to be a stuck up snobby raider. That's not me and I'm not about that. Heck- no one still in GA could be considered "hardcore" at this point. But what I truly, deeply want is for everyone to get the chance to experience that I have- it's been sooo much fun. More fun than I've ever had in a MMO raid. To create a less fun version of the raids (and I'm convinced they would be) seems like a disservice to those who want LFR. Giving them ways to access the content as it is right now seems like it will create a better, more fun filled experience, and that's what I want.	
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I would never say that. But let's talk about this statement.
 
What, other than seeing the inside of the room, would an LFR raid give you that some other activity in the game is not?
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Some of the people asking for LFR just want it in group finder, but not a less challenging version.
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Except I have raided. And I still want to talk about this, am I now allowed to talk about this subject?
 
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It wouldn't be Wildstar without #hardcore end-game raids, but it also wouldn't be Wildstar without #hardcore PvP, costumes, housing, etc.
 
All of these things compete for development time.  In an effort to grow the playerbase, the studio (Carbine), and produce quality content, there must be a steady stream of cashflow$$$.
 
It is pretty clear that this game is not sustainable on raids alone.  I can't make that statement on PvP, given the abysmal development time it has seen, but I suspect it would not be sustainable on PvP alone, either.
 
What sustains games are the casual playerbase that logs in for an hour or two a night, does their dailies, encounters the next step in their progression chain, runs some dungeons with their guildmates, PvPs, collects, costumes, RPs, etc.  
 
In order for your raids to become deep, challenging, thoughtful, and be released in a timely manner, the casual must be appeased.  In order for my PvP to become realized, Carbine needs to be able to afford a PvP developer.
 
Now, you have seen the effort Carbine is putting into the casual. You can see the activity of Omeed, NCSoft Community Manager coming in to promote this game.  They are heavily invested in growing this game.  I don't think we should be arguing about raids, pvp, or other stuff. I think we should be joining together to first grow the game to substantial levels of $$$$ subscribers.  Timetravel wants to make more raids.  There is no convincing him of that --- he just has his hands tied.  PvP players need to get the current people on it like Meerkat, TT, Moja out of PvP, and replaced by someone who thinks like a PvPer, before they mess anything else up.
 
None of that can be accomplished without a casual playerbase grown to a substantial and self-funding level.	
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- SNIP -
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Some of the people asking for LFR just want it in group finder, but not a less challenging version.
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If that's the core ask, then I would beg those folks to consider what that does to social interaction.
 
If the time is taken to really meet the community and make friends, friends turn into reliable teammates who can help them succeed in the very raids they wish to run.
 
With an auto-matching raid finder that will never happen and only result in further asks due to player frustration. They will then want easier raids, etc.
 
If people need a "tool" to help them find other people, such as the one you are creating, then I can see some of that. But raids just cannot facilitate auto-mathicng, and vice-versa.
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			My vote is just for instanced raid wings with a weekly lockout. If you want to run the whole raid, awesome. If you want to work on bosses but you're limited by time, you can do wings by themselves. I think a gate by which wing you've completed is fine too. As in, you can't move on to Wing B until you've finished Wing A once.	
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Just like dungeons couldn't facilitate matching because they were too "hard"? Look where we are today, people pug dungeons and complete them. Will eventually happen with raids as well, how far in the future I have no idea. The more power creep there is, the more GA and DS will get nerfed.
 
I play solo already while I look for a guild. At least I can queue up for a raid and maybe fill some guilds spot who needs another player and get to meet some of the raiding guilds that way too.
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If you're being honest, what is the success rate (not to mention queue time) of Veteran SSM, or heck any dungeon?
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SSM has a higher bronze success rate than STL did at launch.
 
And as far as FUN goes it's almost always successful.
 
In terms of queue times, I almost always get it as a random pop, so I have no idea. But if it was the only dungeon I'm sure it would pop pretty often.
 
I do think trying to PUG all of GA is not reasonable for the current LFG tool, but if you broke it into three chunks, meh. It would probably mostly be used by groups looking for replacements to be honest.
 
But breaking it into chunks and adding loot locking would probably do more for pugging raids than anything else.	
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Well, there has been significant lumping people into groups for what they want. The assumption is that people who want LFR also want an easier version of the current raids to go along with it. That assumption does not hold true in all cases. But there are some overlap in positions.
 
These are the various positions I've seen
-Raids should stay as they are
-Loot lockout should be added to current raids
-Raids should be broken down into more manageable chunks
-Raids should be in the group finder
-Raids formed in the group finder should be easier versions of the current raids
-New raids designed for more casual players should be created
 
Of the above, the only one of these that I'm "against" is the second to last, and I'm not really even against it that much, assuming that it is done in such a way that it is not encouraging people to run the same content twice and that it doesn't take too much developer time away from creating future content. The only reason that I'm not in favor of it is that I think it better serves the causal player to offer the same content that's already there, but broken into into more manageable chunks (save states added). I say this because I think the average casual player would have a lot more fun doing the current raids than easier versions. I'm not trying to be combative or fight with anyone over that. I could be wrong. But I've seen some pretty darn casual players be very successful in GA and have a blast, and the only difference between them and some of those asking for easier versions of the raids is they they are able to play on a schedule. Remove the schedule constraint, and I just don't see a reason to make the fights any easier.
 
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Well, you have to do MORE than just keeping LRF version rewards on par with other pre-raid level content, otherwise people are compelled to run the LFR version BEFORE the real version, and that will cause burnout as has been documented in other games.
 
Regarding whether a new raid should be created or not- I don't know. I know I'd enjoy it if it was done well, just like I've enjoyed the vet shiphands, and it would be nice to have something puggable on my alt when we aren't raiding. So there would be value for more than just the LFR crowd. It just adds more content to the game that a lot of folks would be interested in doing. An easier version of GA only targets the people who want to raid but want, for various reasons, something easier than what GA currently is, whereas a more casual raid can catch a LOT of people in its net.
 
As a developer, I can attest that creating copies of existing content isn't always the easiest path. Sometimes it works, and sometime you end up creating a maintenance headache. Realistically they aren't going to just "copy" the raid. They'd try to keep the common code somewhere and isolate the differences. But that is no simple task, especially if you didn't created it that way to begin with. Notice how they didn't retain the 40 man version of DS? When pushed, they said it was technically not feasible, so I wouldn't assume that creating a second, easier "copy" of GA would be that easy.
 
I certainly don't think limiting people is going to change the way they feel. What I *do* believe might change the way they feel is actually experiencing the content. It all really depends on what their issue is. If it's time management, then offering a more time-friendly version of the raid will certainly help. If their issue is "I can't believe we wiped on Kuralak 8 egg phase for the 8th time, I'm tire of this and it isn't fun", then I can understand the argument for wanting an easier version. However, to my knowledge none of the folks asking for a simpler version of the fights have actually experienced them to know. I can't think of a single player who has left the game over experiencing the raid fights and finding them not fun or too hard. Perhaps Kuralak has caused some ragequits (I could see it), but I haven't met any of them.
 
By contrast, every player we've brought into our raids, even on progression nights, has just gushed at how much fun they've had. And we bring in some pretty casual folks.What I'm saying is, the fights in GA are super fun, and I'll bet if people actually got a chance to try them, for the most part they wouldn't want to see them changed. Maybe I'm wrong, but I'd rather see Carbine open up the raids with loot locks and "wings" and see how people react before jumping immediately to a simpler version of the raid.	
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Well, you have to do MORE than just keeping LRF version rewards on par with other pre-raid level content, otherwise people are compelled to run the LFR version BEFORE the real version, and that will cause burnout as has been documented in other games.
 
Regarding whether a new raid should be created or not- I don't know. I know I'd enjoy it if it was done well, just like I've enjoyed the vet shiphands, and it would be nice to have something puggable on my alt when we aren't raiding. So there would be value for more than just the LFR crowd. It just adds more content to the game that a lot of folks would be interested in doing. An easier version of GA only targets the people who want to raid but want, for various reasons, something easier than what GA currently is, whereas a more casual raid can catch a LOT of people in its net.
 
As a developer, I can attest that creating copies of existing content isn't always the easiest path. Sometimes it works, and sometime you end up creating a maintenance headache. Realistically they aren't going to just "copy" the raid. They'd try to keep the common code somewhere and isolate the differences. But that is no simple task, especially if you didn't created it that way to begin with. Notice how they didn't retain the 40 man version of DS? When pushed, they said it was technically not feasible, so I wouldn't assume that creating a second, easier "copy" of GA would be that easy.
 
I certainly don't think limiting people is going to change the way they feel. What I *do* believe might change the way they feel is actually experiencing the content. It all really depends on what their issue is. If it's time management, then offering a more time-friendly version of the raid will certainly help. If their issue is "I can't believe we wiped on Kuralak 8 egg phase for the 8th time, I'm tire of this and it isn't fun", then I can understand the argument for wanting an easier version. However, to my knowledge none of the folks asking for a simpler version of the fights have actually experienced them to know. I can't think of a single player who has left the game over experiencing the raid fights and finding them not fun or too hard. Perhaps Kuralak has caused some ragequits (I could see it), but I haven't met any of them.
 
By contrast, every player we've brought into our raids, even on progression nights, has just gushed at how much fun they've had. And we bring in some pretty casual folks.
 
What I'm saying is, the fights in GA are super fun, and I'll bet if people actually got a chance to try them, for the most part they wouldn't want to see them changed. Maybe I'm wrong, but I'd rather see Carbine open up the raids with loot locks and "wings" and see how people react before jumping immediately to a simpler version of the raid.
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That would be a different approach to what other MMOs I've played have done.  I can certainly see myself taking advantage of a more "boss-in-a-box" style of Raiding.  
 
Either way there's going to be some backlash if Carbine decides to implement either LFR or Segmented Raids (I can see some pretty sizeable complaints about how "the filthy casuals don't have to budget their time like I did and they still get the good stuff!  Instant gratification blah blah blah!").
 
But, sure, if Carbine broke down their Raids into bite-sized chunks so that I could just jump in with a group of randoms between dinner and diaper changes, I'd give it a try.
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If you're being honest, what is the success rate (not to mention queue time) of Veteran SSM, or heck any dungeon?
 
Raids would only be worse on both counts.
 
I'm still trying to get an answer though... what would that LFR group give you that you cannot already get by playing other areas of the game?
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As for other content there really isn't any areas of the game that caters to large groups looking for something to chew their teeth on in smaller bites that isn't raids. Scorchwing and the like don't count, as I'm talking about something instanced that could at least "feel" like group progression. When WS launched I had a 50/70 man guild roster and many of those were average players who had hard times in dungeons (normal versions), having something as a step between the dungeon difficulty -> raid difficulty for a large group to practice on would be nice.
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But this is what I am getting at. You do not get the "large group" experience in an LFR. You do not "raid". There is no coordination or communication. There is no socialization. LFR is a solo experience entirely.
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I've done many LFG raids in SW:TOR (same difficulty as if I would have a raid team) and there certainly was socializing, communication and coordination. I've had:
People joking in chat, getting to know each other
People offer a Teamspeak/Mumble/Vent for use
People asking if others do not know the fights so they can explain mechanics
Healers dividing workloads, tanks deciding maintank & offtank
DPS splitting up into groups if necessary by talking to each other and volunteering for mechanic duty if needed
On failures had teams asses what went wrong and address the problem
I've made many friends running those LFG's in that game and got to know a lot of good players and added them to my friends list. I also learned who to avoid and which guilds I certainly don't want to run with. Hell, I have an app for Overwolf that has explanations for every single boss fight in that game (all raids and dungeons) for every role where I just hotkey and it copy + pastes what I want to write so I can explain stuff to new people or just recap to make sure. 
 
Solo experience? Maybe just queuing up sure. But that above is a social experience, and it certainly sounds like a raid to me.
 
Edit- Actually, just to compound how social it was, my current co-leader of the guild I run (not in WS sadly) is someone I met IN the LFG where we became extremely close 2.5 years ago since we kept running into each other in the LFG and PvP.
 
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Ok, let's assume then the experience in SW:TOR is different than the experience in WoW.
 
What makes the two different?
 
Note, I don't play SW:TOR so have no idea how their "LFR" works. Do you queue? Are the raids tuned down? What are the mechanical differences?
 
Once we define that, we can start to assess why, if what you say is true, is true.
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That would be a different approach to what other MMOs I've played have done.  I can certainly see myself taking advantage of a more "boss-in-a-box" style of Raiding.  
 
Either way there's going to be some backlash if Carbine decides to implement either LFR or Segmented Raids (I can see some pretty sizeable complaints about how "the filthy casuals don't have to budget their time like I did and they still get the good stuff!  Instant gratification blah blah blah!").
 
But, sure, if Carbine broke down their Raids into bite-sized chunks so that I could just jump in with a group of randoms between dinner and diaper changes, I'd give it a try.
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I agree it would be different. But my take has always been that these fights are really, really fun, and that's why I wouldn't want to see them nerfed. I don't care about the content being exclusive for those who can schedule time. Especially not GA.
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So you're OK with locking content like that? Wouldn't a better solution be to make it easier so people without 3/4 hours have a way to get in there and see this amazing raid? As in, breaking them into wings and queue-able?
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			Again, I think the easier solution to all of this is to actually install a manual raid reset on a cooldown and loot-lock the players, then maybe add it as is to the Group Finder.  Then you don't have to change the raid experience at all; players themselves will break it into whatever chunks they can chew and swallow with the time at their disposal.	
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Again, I think the easier solution to all of this is to actually install a manual raid reset on a cooldown and loot-lock the players, then maybe add it as is to the Group Finder.  Then you don't have to change the raid experience at all; players themselves will break it into whatever chunks they can chew and swallow with the time at their disposal.
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But it might also be helpful to give puts different "starting points" in the group finder so everyone isn't always queuing for a fresh GA.
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In the case of a manual reset that is loot locked, they wouldn't be.  They might be queueing into quite a few GAs already in progress.
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That's more an issue calling for a bulletin-board style group finder rather than an autoqueueing system.
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Right, but you'd want to queue into the one you were prepared to do. If you've got experience with X-89 and Kuralak, queuing up and getting a group working on Ohmna wouldn't be that great, especially if you weren't geared for it.
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I'm just trying to give the LFR people what they want :)
 
Personally, I'm fine with it NOT being in the group finder and adding loot lock outs, but it wouldn't bother me too much to have different "queue points" for players who want sizable chunks.
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But it might also be helpful to give puts different "starting points" in the group finder so everyone isn't always queuing for a fresh GA.
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OK sure. First, let's explain how the raid works.
3 difficulties - Normal, Hard, Nightmare (normally not released at the debut of the raid, but at a later date) - There are added mechanics as you progress in difficulty as well as highe health and strength of enemies inside the raid.
Boss lockouts - You kill a boss, you cannot kill it again that week. You also cannot join a raid that needs to kill this boss to progress, unless you were party lead. If you're party lead and someone didn't kill the previous bosses, he/she receives a popup asking if he/she is OK with skipping to be able to enter the party and ist then locked from those bosses as well for that week. If you would enter the instance, all bosses up to that boss would not be there however trash would.
Gear is tokens + stated gear - The only good gear in this game is the token gear. The non-token gear has high endurance (health) and mainstat but has lower secondary stats. In TOR, secondary stats are very important so you would prefer having an item that has  80 mainstat/50health/115 secondary stat over 100 mainstat/100health/75 secondary stat (please ignore the numbers, they are NOT relevant, just that  mainstat to secondary stat compromise). Also, only token gear has set bonuses and can only be gotten by killing bosses. Set bonuses are extremely important.
The LFG there does NOT have an easier instance, there is NO mechanical difference between the LFG and getting your team together and going into the instance. However, through the games LFG you can only queue for the normal version of the latest raids which rotate each day. There is an added reward for commendations for completing the raid through that group finder. Regardless of that, I have pugged the hard modes for the raids through chat.
 
Also, to just give an example of the mechanics: for one of the latest raids called Temple of Sacrifice the 2nd boss requires 2 tanks to separately tank different mobs and tank swap. While that is happening, one of the mobs is invulnerable indefinitely until one DPS Luke Skywalkers one of the bosses (for those who don't know what that means, check this) then it can be damaged for a short while. There are only 5 bombs for the DPS to use so you have to kill it within that time frame of it's vulnerability AS WELL AS kill the other boss at the same time. If the bosses die separately, the other will enrage and will wipe the group.
 
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It doesn't necessarily bother me, but it does raise the specter of what you do if it works the other way, and someone just jumps to the end of GA even without gear.  At that point, you'd essentially have to make sure someone couldn't queue into a raid beyond their point of progression.
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This is what I'd like to see. I'm a guy with VERY fluid game time. It's improved somewhat since I'm not working and doing school at the same time, but it's still up in the air whether I'll have the time on any given week to run a raid from start to finish. Raid wings would let me and people like me run through the whole content on a longer time frame. One wing this week, another next week, and so on.
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Ok, so SW:TOR creates "harder" versions of raids rather than dumbing them down, which is a good thing.
 
I'd propose though that WildStar raids are harder than Nightmare, as they certainly post a challenge that matches or surpassed WoW's Mythic raids. For the same reason SW:TOR doesn't offer LFR to Hard or Nightmare mode, WildStar couldn't offer LFR to their raid without making an easier version.
 
One other element that may play into having a more civil LFR experience is the size of the community. Smaller communities like SW:TOR may benefit from that as well, and that's something WildStar may benefit from too. WoW is a cesspool of anonymous idiots.
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Yep- well, you wouldn't be able to queue for Convergence/Ohmna if you hadn't gotten down both Phage Maw and Prototypes.
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That sort of becomes the issue.  It would help people who full-cleared it, but it really limits other people who might want to run.  That's going to get even messier when you get a group of 20 together, you try to kick off Ohmna, and you can't because someone in your group hasn't cleared it yet.  The best answer is to simply not let someone come with a group that is on a checkpoint beyond his own personal progression, but that can already be a pain now trying to figure out who hasn't unlocked an adventure.
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Just as an FYI, there ARE raid groups out there that can work with you. Like mine: we raid Friday and Saturday nights. We have signups and try to get people at least one night of the weekend if they are available. As long as people can tell me their availability for the weekend, they can be pretty fluid.
 
I'm sure we are not the only raid group that works that way, and we've been pretty successful (we are now 4/6 raiding only two nights a week with a group that changes some composition every week- though there are a lot of people who are there every week to provide consistency).
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In WS it will take longer for some bosses, but due to small playerbase, we'd probably see more raiders in the LFG on alts, we might see this happen quicker than we think as well.
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What if... in your personal stat window there was another tab/section for "Lockouts". Would help you see that and could update dynamically to show everyone in your groups lockout too. 
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It's possible it would take longer. And I can't really say about Ohmna. But from what I've experienced, one place this game really excels at is teaching people to play better. The telegraph system is so good for helping people figure out what went wrong that I think the community would actually grow in skill if they had more access to these fights.
 
It was an interesting comment I had with one of our officers about pugging folks outside of our raid group. I told him I didn't mind picking up an odd pug here or there if we were short for an evening. What he said was "I wouldn't in any other game, but in WS I think the average players is good enough that it works". It was a complement to the player base, but also about a game that really is designed to help people get better. If people have made it through the dungeons and are attuned, the odds are good that they are capable of receiving instruction and executing well enough to contribute.
 
Sure, a dedicated group is going to learn this stuff faster. But I don't underestimate the communal ability to learn.
 
The biggest coordination blocks do seem to be Kuralak and Ohmna, and I can see pugs really struggling with these. But I have confidence that a few good leaders and some publicly linked google spreadsheets (or in game add ons) could eventually bridge the gap.
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This is what I'd like to see. I'm a guy with VERY fluid game time. It's improved somewhat since I'm not working and doing school at the same time, but it's still up in the air whether I'll have the time on any given week to run a raid from start to finish. Raid wings would let me and people like me run through the whole content on a longer time frame. One wing this week, another next week, and so on.
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You know what another good thing might be.
That you don't leave your instance party after leaving the dungeon, it's then easier to say when you have had a good pug run to say " want to do another run?" now the party gets disbanded and you will need to look them up manually... sighs.	
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