My thoughts are, it really feels like SE is exploring new inventive ways to use lock out mechanics to extend contents life till the next patch if you ask me. Maybe another method of using the "help the new players" line they like to throw around.
Problem: We only make two new dungeons a patch! People will grind them for a week for max gear and they will complain about lack of content! The dungeons will be ghost towns! Think of the new players!
Answer: Weekly totem cap.
Problem: We don't have time to add more then one raid every patch or two! People will blow through them fast to get fully geared and all the extras in no time! The raids will be abandoned! We must do something! Think of the new players!
Answer: Weekly loot limit.
Problem: Aenemos was over too fast! People were done in a week! Think of the new players that couldn't level in time!
Answer: Turn Pagos into this super high level mathematical algebraicly calculused infused trigonomarrific equation that would confuse even Stephen Hawking on figuring out the fastest most direct path for getting what you need.
Problem: Each new events all the players log in when its up! In 15-20 minutes they're all done! In a week no one is left to help the new players with the things and the FATES and the stuff!
Answer: YOLO! Lets make everyone keep logging in to check and run around looking for a random quest NPC spawn somewhere in the world.
I could go on with beast tribe quest lock outs, treasure map gathering lock outs, script quest weekly lock out, wondrous tales lock out. Here a lock out there a lock out everywhere a lock out. SE loves their lock outs and this feels like the next generation of lock outs, lock outs evolved.



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