145941-raid-lockout-should-be-removed

== Content ==
			I could be playing the game every night raiding with my guildies, but instead everyone has different raid lockouts and we cant do it all together because of scheduling. Is there another way to go about this with what they are trying to accomplish? 	
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			In general, a loot-based lockout system is a million times better than raid ID lock outs. RID lockouts are old tech standard MMO junk that just wasn't updated in Wildstar for whatever reason, regardless of the urges in Beta.	
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I could be playing the game every night raiding with my guildies, but instead everyone has different raid lockouts and we cant do it all together because of scheduling. Is there another way to go about this with what they are trying to accomplish? 
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			Maybe our guild has lots of people and people are left out and some can't raid the same times?	
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			The main problem I run into is say I have 50 guild members on, and 30 are wanting to raid GA, We have to tell 10 they can't come. So the next day, half the original team isnt on, but the other 10 are, welp, can't raid, the first 10 are locked out. Not everyone can sync their schedules exactly. We also had a problem where we had a pug that was in the original lockout, start a raid with new people and force the original group to be locked out and not even able to go into the instance, we had to beg him to get those people out and leave the instance so the original group could join, and all those people had to just f-off. I agree a loot-based lockout would be better. But man, this really makes it hard to raid. I submitted a ticket and they told me to post here in this forum if I wanted a dev to see it, thus this.
			
				
	Edited November 1, 2015 by figmenth	
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			IMO flex raids (from 20 to 40 for example) and loot lockout are the way to go.	
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I agree with Sikare on this.
At the very least in the current system, lockout extension should be a thing.	
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IMO flex raids (from 20 to 40 for example) and loot lockout are the way to go.
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			I'm all for loot lockouts. It would be the cherry on the top if the devs could implement a loot lockout that discouraged split runs. 	
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And now tell me, honestly, who would go raiding without loot?
 
Yeah, I thought so.	
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And now tell me, honestly, who would go raiding without loot?
 
Yeah, I thought so.
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{| class="blockquote"
And now tell me, honestly, who would go raiding without loot?
 
Yeah, I thought so.
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{| class="blockquote"
And now tell me, honestly, who would go raiding without loot?
 
Yeah, I thought so.
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And now tell me, honestly, who would go raiding without loot?
 
 
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The main problem I run into is say I have 50 guild members on, and 30 are wanting to raid GA, We have to tell 10 they can't come. So the next day, half the original team isnt on, but the other 10 are, welp, can't raid, the first 10 are locked out. Not everyone can sync their schedules exactly. We also had a problem where we had a pug that was in the original lockout, start a raid with new people and force the original group to be locked out and not even able to go into the instance, we had to beg him to get those people out and leave the instance so the original group could join, and all those people had to just f-off. I agree a loot-based lockout would be better. But man, this really makes it hard to raid. I submitted a ticket and they told me to post here in this forum if I wanted a dev to see it, thus this.
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Loot lockouts would be dandy. 
Not sure how that would affect any competitive scene though.	
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			IMHO raid lockouts are designed to do one thing and one thing only: Slow down the speed at which players consume content.  This is another relic from the days of a subscription-based design.  Instead of allowing players to play at their own pace, they're locked out of playing the game in order to artificially extent the lifespan of content so that subscriptions have more time to accumulate profit.   It's garbage.    If your game and content can't stand on it's own merit, then I humbly submit that your content sucks.  Note:  I'm not humble.  xD 	
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