I find the toxicity in the lockout system for the most part.
I've had great friends who've turned from an enjoyable experience of 'friendship' (to be cringy) who've turned into screaming children in a short space of time.
I've encountered the issue, and so have many others, I've even been the screaming child whether internally or externally and it only brings out the worst in everyone.
They only thing the lockout system has achieved is the disillusion of guilds, linkshells and long-term friendships which were pretty much dissolved in a very short period of time due to the way the game currently works.
"I dont get what you mean?"
A Free Company lets assume has three parties; A, B and C, all are 8 and running Turns 1-5 throughout the week on their own times.
Party A has an absense of member(s) and takes member(s) from B to fill the gap. Party A forget to discuss it with party B and continue with the member(s) taken and complete Turns 1-5.
Due to the lockout system the member(s) can no-longer back track and access BCoB until next Monday leaving Party B to either replace or not run for the week.
This is destined to cause MAJOR issues. Instead of a loot/token lockout system for gear in BcOB, we're left with an entire lockout leaving friends seperated and people generally stuck in groups of 8 that are difficult to change, adjust or deal with timetabling.
"This sounds a bit exagerated"
I've watched multiple Free Companies crumble and fall because of this, people get left out, people get upset, people can't help other people.
For a game that used to so perfectly promote "Working Together" in FFXI and XIV 1.23 they've thoroughly spat on that.
The lockout benefits no-one.
Casual players in the Free Company will be left behind, the other parties have already run for the week, the later into the week the harder it is for them to find a pick up group.
Hardcore players are unable to be swapped around or fill in gaps in other parties, sometimes rendering other parties useless.
A loot lockout system would prove so much more enjoyable.
Friend would be able to help friends, gaps in groups could be filled, members could be replaced without worry. "It's okay I've got my two pieces of loot for the week, I'll tank for you!".
Why didn't they do this?
Content Longevity.
They want content to last as long as possible, if people can't run it when they want, they're unable to help other to progress further.
They other fear being people would grow to tire of the same content repeated throughout the week much quicker.
[Also this was my 666th post, go figure...]
