Open - Other - Change Mustafar Instance Lockouts | Star Wars Galaxies Restoration

Open Other Change Mustafar Instance Lockouts

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Proposal
My idea of times are as follows (feel free to suggest otherwise):
Beetle cave - 5 hours
ORF - 4 hours (2 quests need you to go in here and who really goes back in other than to run others through?)
DF1 - 4 hours (originally proposed 6 hours)
DA - 5 hours (originally proposed 8 hours)
DF2 - 6 hours (originally proposed 9 hours)
HK - I think maybe keep this a once a day instance.
Justification
The lockouts were not always this way and I think going back to how it was originally would help get more people doing content as everyone's availability is all over the place now we are no longer kids who have 6 weeks summer holidays (vacations for the yanks).
Motivation
If people complain about there being "no content" and runs aren't always possible, many of us have at least done some of the mustafar instances and have our set groups we like to run with but we could also help bring others in that can't get a group a few times throughout the day.
Plus loot drops aren't amazing rates so it would help running at least twice a day where possible and not getting a generic weapon and nothing else.
I just think it will motivate people to actually do these instances more.
Mustafar instances are currently on the heroic code (as were changed during late-NGE) and this puts all instances on a daily lockout. This didn't used to be the case, they used to all be like NK where there was an individual set lockout from the moment you went in and all instances were on different timeouts (I think DF1 & 2 were technically the same but HK was still 24 hours if I remember correctly).
I would like to change these instances back out of heroic lockout coding and back to how they used to be.
 
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PhilmorALF

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I like the idea. I personally think those times should be lower than suggested. For 6,8,9 hours - they may as well be once a day for most people. I'd say lower them all to like 3-4 hours if there isn't something I'm missing. For the motivated people that want to try and hit it 2..3..4 times in day - that is still more of the community they'll be pulling with them for runs.
 
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I like the idea. I personally think those times should be lower than suggested. For 6,8,9 hours - they may as well be once a day for most people. I'd say lower them all to like 3-4 hours if there isn't something I'm missing. For the motivated people that want to try and hit it 2..3..4 times in day - that is still more of the community they'll be pulling with them for runs.
Totally agree Philmor, I put it a bit higher so I wasn't slammed for making it "too easy" but yeah I agree. I think 4 times may be too much but the potential for 2, maybe 3 should be right. I don't think something as often as NK is right :p In fact maybe even increase that a little? :p
 
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The motivation for this is "we're all adults now" but what working adult has time to run the same instance multiple times per day?
 
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The motivation for this is "we're all adults now" but what working adult has time to run the same instance multiple times per day?
I'm going to assume the purpose of this statement this is more aimed at the fact people might have one day where we are more free than usual, e.g. a Saturday - so instead of waiting until your next free day to attempt the instance of your choice just once, with this change you might be able to attempt it twice on the day you're free.
 
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I'm going to assume the purpose of this statement this is more aimed at the fact people might have one day where we are more free than usual, e.g. a Saturday - so instead of waiting until your next free day to attempt the instance of your choice just once, with this change you might be able to attempt it twice on the day you're free.
Makes sense, thanks!
 
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Id swap beetle and ORF due to their location in the chain
Yeah this could be the case, I made ORF shorter because no one really goes back after they've gotten this done for the 2 missions + collections I think?
I have also updated the times and kept the longest (outside of HK) to 6 hours, whilst I agree with Philmor saying that 6 hours could be once a day for people, it is close to the last one and the loot really shoots up here but also weekends you could get 2 runs in and potentially a third if you were that way inclined.
Thoughts?
 
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Would be interested to know peoples thoughts on this after the weekend Lavafest.
 
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Personally think ORF lockout should be 1 hour max lockout, as more of a slap on the wrist for failing the instance. Its not a significant instance for boss fights, nor are there significant loot drops. All it does is delay newer players from completing their quests by imposing the long lockout.

The rest look fine to me. Perhaps a slightly shorter lockout on Beetle Cave, maybe 4 hours.
 
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I'd personally go lower for everything on the list.
If we get hard mode versions on 24 hour lockouts then I'd like to see these potentially all on maybe 2 hour lockouts (HK could be 4 hours maybe because it's a longer instance anyway).
But with running the others in the speeds that we can and even the speeds we saw over the weekend with mostly fresh teams, once a day is 100% too much of a lockout and a bit off-putting.
 
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I'm not a fan of current-tier content being spam farmed. The lockout timers could definitely make more sense inasmuch that is doesn't start until the first boss is killed.
 
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So, move the current rewards that shouldn't be farmed to Hard Modes? And then reduce the lockout timers on the regular instances to be accomplishable for completion sake? Looks like that's the direction this discussion is going.

Yeah, I might be able to get behind that. Otherwise, preventing farming these rewards several times a day should definitely be of primary focus no matter what we do with these lockout timers.
 
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The % chance of getting these drops is not the issue. We run these instances multiple times a week and so far have only even managed to make 1 Master Tamer Necklace. The Jetpack parts are so few and far between that no one person has more than 2 pieces and I only know of 5 people with a piece.
This is more to help encourage people who try to do it, and are yet to do it, to keep trying if they fail once a day. Waiting til the next day to fail again takes a toll on some people that were discouraged before Lavafest to even do it anymore.
It's no more than NK gets farmed either and even then with the wheelbike changes I still havent seen one drop.
 
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moving the current loot to a hypothetical hard mode doesnt seem right as 95% of the loot across the dungeons is trash, something new would have to be added worth farming imo
 
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moving the current loot to a hypothetical hard mode doesnt seem right as 95% of the loot across the dungeons is trash, something new would have to be added worth farming imo
Yeah moving loot is not the way to do it, it should only be greater % chance drop but also that's all in another player voice.

The lockout timers I proposed are more to give people at least 2 chances a day at a run instead of 1. Maybe more for the instances that don't give the good loot (earlier mustafar ones)
 
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Well, of course I meant the rare loot that is rare for a very good reason. And if that's the way it will work on the other PV, then this one should wait until after that one is implemented. Again, being able to increase the chances and farm the rare loot 600% more frequently is definitely something we should not induce.
 
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I'd be open to lowering them to 12 hours, but not lower than that. A future veteran reward item will be redeemable to immediately reset instance lockouts and usable once a week to allow people to do instances twice.
I'd be more inclined to push for maybe 9 or 10 so it's possible to still make it maybe more than once a day, not sure how many people would do 8am and 8pm etc. However right now I guess anything is an improvement even if it still might be a one per day thing. But I do like the future vet reward plan.