This thread will be only for discussion. Meaning opinions will be considered least informational, speculations off of known facts and facts themselves will be considered much more informational. Therefore, please leave your opinions about how you feel on lockouts, off this post. We will only discuss the structural significance of lockoutshere. This way community members can better understand why MMOs do such things.
Lockouts:
Lockouts were seen fairly early in the MMO world but not at the beginning of the MMO industry. Today there are still MMOs that do no use lockout systems and some that use both lockout and none lockout. FF14 ARR uses non-lockout systems in lower-end/pre-endgame dungeons.
Pros [Non-Lockouts]:
-You can easily obtain the gear you need quickly to progress your story forward/endgame.
-You can do it at your set time and pace without having to worry of specific time limits and constraints. For example, having to come back weekly versus play this week, be free next 2 weeks and come back 4 weeks later, which can be nice.
Non-lockout systems were fairly popular due to the fact they allowed easy access to the dungeons/content. Alot of the complaints in these threads about lockouts are pretty much about this easiness in accessibility being denied.
In smaller MMOs, such systems seem to work fairly well. This is due to the fact that everyone knew everyone in the MMO world. Getting shunned for being a terrible player or a bad person meant a poor game experience, so smaller MMOs, non-lockout systems couldn't be abused too badly.
In larger MMOs, we have seen that they do not appear to be that way. The true giants in MMOs face terrible problems with non-lockout systems.
Cons [non-lockout]
-People can leave whenever they please because there is nothing to deter them from leaving. A 15 min lockout versus a 1 week lockout is insignificant. Also if you piss off these 7 people today, you can easily find another 7 people tomorrow and so forth for countless days because of the sheer size of the MMO.
-Its been common thru out MMOs that with non-lockout systems, players have no incentive to stay after bosses they want, are downed. People will simply just drop group and reque once again.
-People can be rude. Although we can report them for rudeness and harassment, non-lockout systems promotes players like these to do as they please. We already see duty finder complaints filling up the dungeons threads. Bad, disrespectful players, makes MMO gaming experiences terrible.
-It promotes instability in FCs. 1 player may be lucky and obtain all his/her loot in 10 hours. If the player plays the game with good morals, he or she may return the help by staying till everyone is geared. The smaller the group, the higher the probability of this occuring. The larger the group the lower the chance of it occuring. However, we know that people raid with different intentions. Some for gear, some for cosmetics and some for progression. Once their goals are obtained, whether or not they stay is actually truly up to them. We know players like these exist because this is why the lockout systems were developed.
When we draw it all out, the lockout systems help to deter such things from happening. These things are important because they are what makes MMOs what they are. People coming together to push progression content. MMOs are all about interactions with the world and working together.
Without lockout systems there is nothing to keep bad players from destroying groups, more or less, actually promote such behaviour because logically it is the fastest way to achieve 1 of the 3 goals mentioned earlier. However, it promotes terrible terrible gameplay experience. To solve these issues in the last decade, lockout systems were developed and they were successful.
We pay a small price of inaccessibility but at the same time, it increases your chances that people will stay in FC's or parties longer even if their goals are different. We have a tool to deter/smack bad players. We remove lockouts for accessibility but we face terrible consequences. Many of which have destroyed MMOs. Its not simply a milking mechanism, its a requirement to keep large MMOs and MMOs communities together. Cause if we don't have the community, we may as well all play Single Player RPGs, where the world interacts with us because we aren't able to interact with the unstable MMO worlds.
It can be simplified with, you get better quality of your experiences versus you get a high quantity of lower experiences.
Once again though, some people prefer the high quantity versus the high quality.
I could go even further in depth but this is just the general stuff. I'd also like to play the game today lol.
Please if you have any questions, please ask. Designing an MMO is simply more then putting 10,000 ideas together thinking they are compatible and problem free.