Quote Originally Posted by ChiefCurrahee View Post
Ok lets say in your FC you have a couple coil grps. What are the chances if someone says "hey anyone wanna help with t6?" It's Tuesday afternoon, I'm sure you'll see these as replies "Sorry I'm in a static." "my static is doing Coil later today/this week" or if it were later in the week the majories of replies are going to be " Sorry, cleared up to turn X" , "Can't go, grp cleared T9 yesterday."

How many of those people would have had more chances to attempt to clear a turn, or would have cleared a turn if there wasn't a weekly lock?

Keep the weekly lokc on coil with 100% loot drop. Give an alternative form of progression that isn't 100% loot drops (RNG) or gives tokens upon first clear (time sink) or 1 need/greed/week (Gear lockout) but don't remove content from the table like coil does.
It's a lot more plausible to go with the suggestion that they remove the lockout but apply the 1 win roll system that CT has. While that also has its own potential problems... it's not as great (or demanding of work) as suggesting there needs to be more Coil-tier content.

The main problem with demanding that more be made is that things are taken out of patches that would have been enjoyable for others, so that time can be allotted to create this alternative content. Personally, I'd hate the idea of having something like the Gold Saucer or personal housing be delayed just because they needed to spend time adding something like what you suggest in the first post. Neither the Gold Saucer nor Personal Housing have anything to do with endgame, so I don't know if you folks see that as something "fun" to look forward to, but I guarantee an overwhelming majority do.