I wish they would do away with the lockout. It would be nice to unlock other characters in the same node (after unlocking one). That way, other fleet members could just concentrate on damage dealt and we could possibly defeat the boss. We are stuck on Nightmare.
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I can see the WRG perspective: they want this to be a feature that fleets must work on together. If one person is able to just steamroll all the nodes with brute force and dilithium, that entire aspect is seriously threatened if not utterly destroyed.
I can see the player perspective: we are not all on the same level of account strength and locking players out after solving a node is dangerous if one of your fleet's advanced players solves early and is later discovered to be the only person in the fleet that has the card needed for a difficult node on the same chain (this has happened to us several times).
As it stands now unless your fleet is full of advanced players you almost have to have your big hitters wait to solve nodes because it is fairly likely that they will be needed to "close" the tough nodes with a card that almost nobody has. That is one of my two rolls in our fleet, when we are doing an UNM run I hold back and wait to see if I am needed to solve a tough node with an obscure card only I am crazy enough to take in a begold and roster (or in two cases spend a small fortune to retrieve a card nobody owned). It is not fun for me personally but it is necessary for us to succeed so it is what it is.
If it were up to me I would seek a compromise between these two positions: when a player solves 1+ nodes in a chain they are locked out...for 3 hours. We only have 24 hours to defeat a boss before it resets so locking a player out for 3 hours represents a significant time loss, but it would also allow for everyone to be more free with trying to solve nodes because having the "wrong" person get lucky early will no longer have the certainty of dooming an entire run for everyone.
Comments
I can see the WRG perspective: they want this to be a feature that fleets must work on together. If one person is able to just steamroll all the nodes with brute force and dilithium, that entire aspect is seriously threatened if not utterly destroyed.
I can see the player perspective: we are not all on the same level of account strength and locking players out after solving a node is dangerous if one of your fleet's advanced players solves early and is later discovered to be the only person in the fleet that has the card needed for a difficult node on the same chain (this has happened to us several times).
As it stands now unless your fleet is full of advanced players you almost have to have your big hitters wait to solve nodes because it is fairly likely that they will be needed to "close" the tough nodes with a card that almost nobody has. That is one of my two rolls in our fleet, when we are doing an UNM run I hold back and wait to see if I am needed to solve a tough node with an obscure card only I am crazy enough to take in a begold and roster (or in two cases spend a small fortune to retrieve a card nobody owned). It is not fun for me personally but it is necessary for us to succeed so it is what it is.
If it were up to me I would seek a compromise between these two positions: when a player solves 1+ nodes in a chain they are locked out...for 3 hours. We only have 24 hours to defeat a boss before it resets so locking a player out for 3 hours represents a significant time loss, but it would also allow for everyone to be more free with trying to solve nodes because having the "wrong" person get lucky early will no longer have the certainty of dooming an entire run for everyone.