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Patch 3.2: Raiding Lockout Extensions

"Okay guys, let's get Yogg-Saron this attempt!"

Blizzard is known for pulling random, often unrequested, features out of the collective brain trust and adding them to an upcoming patch without warning.  Normally people cheer for additions to the default setup.  Some of the features just don't cut it, falling way short of the robustness offered by the many add-ons already available.  Other changes are entirely unobtainable outside of Blizzard's doing.  Case in point, the changes to Raid Info in Secrets of Ulduar.  The change in code enabled players to accept or deny a raid lockout for various reasons.  If something wasn't right, then we'd be able to abort that cleared instance or one that started ages ago unbeknownst to us.  Without a doubt a useful addition which has made everyone's instancing less cumbersome.

Following the same RaidID logic, Blizzard confirmed this week that Call of the Crusade will give players the ability to extend your raid lockout period.  No longer will you have to give up on an instance with just Kel'Thuzad up, or clear the beginning of Ulduar just to make further attempts on Yogg-Saron.  Instead members of a raid or party can chose, individually, to continue the instance at a later date by extending the lockout timer for another session (seven days for most raids, another day for heroics).  The lockout timer can be extended indefinitely.  Worried that you'll extend your lockout timer only to fail at completing your goal?  Fear not, Blizzard will allow players to drop the extended instance so long as nothing of substance was completed since its extension.

Why would Blizzard do this you ask?  Eyonix has your basic sure-to-upset-the-hardcore answer.  "This new option is being added as a means to allow parties and raids to progress through an instance at their chosen pace".

Initially I was annoyed with the announcement.  Not only did it seem to be a pointless waste of development time, but it removes one of the reasons for a lockout period to exist.  I got over those issues though.  The development time spent on the change is nothing in the long run, perhaps a week's worth of work for a programmer and some QA personal.  And the lockouts exist mainly to keep people from getting too much loot in a week, not as a race against the (long) clock.  In the end both casual and hardcore guilds will benefit from the change, and it is doubtful that the gear gap between the teams will shrink with the added feature.  Leave that up to the emblem changes.

Time well spent or is this going to be a rarely used feature like in-game voice chat?  Another win for casual raiders and a strike for the hardcore?  As an added, perhaps unintended, bonus we'll be able to gear up our alts by taking over older, partially cleared (all hard modes downed) instances and cleaning up any remaining easy bosses.  That can't be bad right?

For more details, check the latest official PTR notes.

Reader Comments (9)

FIRST!!

July 9, 2009 | Unregistered CommenterBucketface

For my real comment...

It does seem like a good idea to extend the lockout period, especially for those who aren't MAJOR ELITIST dudez and can't spend 4 hours in a row on the pooter.

And from what I've heard about Ulduar (I'm an altist, but have an 80 hunter) it seems like, for some, giving the ability to extend the lockout period will allow players to actually REACH normal mode Yogg-saron if they cant manage to do it in a single week.

July 9, 2009 | Unregistered CommenterBucketface

I've made two commensts and nobody has posted?

This is one lonely post...

July 9, 2009 | Unregistered CommenterBucketface

Stop spammin this topic kid.

wow in allmsot2 hours their have ony been 4 pos 3 of them posted by buckweatface this may be of some use not sure about extending the hrioc lock out period and another thing i think the whole idea of saving people t oyour code is compeltly bogus what if your saved to a failure run you have to wait ofr the lock out period to end here is my idea fi your a saved to an instance and only downe few bosses like only one wing in naxx or only one part of ulduar or only downed emolon or failed at downing him basicle if you downed 4 bosses or below you do not get saved for the raid how ever you do not get loot you do not get loots no marks no money no gear not anything

July 9, 2009 | Unregistered Commentercocopuff

still no comments omg

July 9, 2009 | Unregistered Commentercocopuff

7th!!!!!!!!!!!!!!!!!!!!!!!!!!!!
But seriously i dont see how this could be bad even for hardcore raiders. It allows them to get thier world 1st faster.

July 9, 2009 | Unregistered CommenterMaltreth

This should reduce the PuG opportunities and make guild runs and Co-ops more prevelant. How many times did your guild have to PuG Saph or KT because you wanted to get it done prior to the lockout and your guildies were not available on Sun/Mon night?

July 10, 2009 | Unregistered CommenterAlondor

My guild is highly looking forward to this. We are a ten made raiding guild that is high ranked as far as progression goes on our realm. The problem is some weeks we only have one night to raid. Instead of clearing the ulduar up to 2 keepers in a week this will allow us to head back in and finish off General (normally a monday night kill) and actually get to spend a week on Yogg if needed. We are also looking forward to this when it comes to the Crusader's Coliseum. Great idea out of nowhere for Blizzard. Plus it takes nothing away from bleeding edge progression guilds.

July 10, 2009 | Unregistered CommenterHism

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