Quote Originally Posted by DrWho2010 View Post
just speculation.
1 - reduction of rewards for helping other people clear. This is a handicap to prevent overgearing others too quickly. Also, a majority of people should not be attempting the instance again for the week after clearing. You're "meant" to be doing other things - playing other games, engaging in other in-game activities like crafting/gathering/big fishing, farming other EX content, doing older savage for gear/glam/mounts, etc. I personally myself do savage but I have no interest in doing any fight more than once a clear per week. (at least until unlock).

What you have explained is how the system works, which i pointed out it is doing what it is supposed to do (and i understand WHY it is in place). The problem is it is incredibly limiting. "You're meant to be doing other things", but why does the same logic not apply to Extreme, Ultimate, or Unreal? Ultimate (on patch) and Unreal both have weekly lockouts but don't stop the player from jumping back in even after receiving their reward.

2 - put plainly, progression lock is an artificial subscription time extender. Can't let people get their stuff too quickly, bad for business.
Neither point you made here applies...at all. They've already progressed through multiple fights in my example, and they don't get things "quicker". If you only need gear from 11 for example, you can still jump into 11. You just can't get anything from 9 or 10 that week. If you need gear from 9 and/or 10 still, you still have to clear those fights, which takes time.... So?