League Team Locking Missconceptions
Agreed with folks needing to learn the real point of locking teams .
On the perceived functionality, I believe the Open/Closed league system coming out in incarnates ascend should address that desire. Although I suspect folks will like to stay open for the buff.
Let's Dance!
Thank you for that. I thought we were all helping try to keep folks in the teams when we zone with it. Oh well. Now I know.
I've noticed this happen allot in game so I thought I'd make a post about it. In leagues formed in Pocket D for the incarnate trials people will ask to lock the teams before even going into the trial. When asked for the reason behind this it was explained to me that locking the teams makes it so people will still on that team when they log back on after a game crash and/or so the league leader doesn't change on the way in.
Now it seems to me that this may indeed be what the team locks were intended for but not how they actually work. The issue here being that people will be on a team or not on a team regardless of weather or not a team is locked before entering a trial. What people don't seem to notice or realize is that the team lock does not stay on while zoning so even if you do lock the teams before entering the trial they won't be locked inside the trial making the whole thing entirely pointless.
The simple fix for this issue is not to lock the teams before entering a trial but to lock the teams once the trial has started. This way you're already in zone when the lock happens and there's nothing to unlock it. The only problem with this is it doesn't fix the issue of the league leader being changed every time you zone in and out.
There's also another issue people don't seem to realize. Players can rejoin a league and not be on a team regardless of weather or not their team was locked because once they DC that forces them to have to zone again meaning they become unlocked when they get into the trial again. If all the teams inside the trial are locked this means the league leader can not move them back onto a team.
The only real function locking teams seems to serve is preventing the league leader from moving anyone on or off your team. You can't even be kicked from a league while you're team is locked, unless your own team leader kicks you.
Basically people treat team locking as if it's some sort of help to the league and I'm sure that's what it's intended for but the way it actually works is really quite useless. I mean why would you want to make it so someone can't be moved or kicked from your league.
I have noticed a rarely seen use for the feature in which a solo tanker remains locked intentionally so he can remain solo during the trial and test how well he can take DMG without the aid of added buffs from team members. Usually resulting in the tank becoming unlocked and moved onto a team right after his first death.
The locking feature would be allot more useful if it actually did what people already think it does and didn't prevent the leader from moving or kicking anyone. It may even turn out to be a bad idea that I've posted this, hopefully no one takes advantage of this information to use it to leech off a league without fear of being kicked. Of course sense they have to be a team leader or solo to lock their team I doubt that will be much of an issue. I mean if they're solo they won't get any or much credit for the trial anyway if they're not fighting and eventually their name will get passed around as "that leech you don't want as your team leader" so yeah even you do try to take advantage of this information it won't do you much good, just participate like everyone else you freaking noobs.
Note: That last paragraph is not addressed at everyone reading this. If you're not someone who does that type of thing forget I even said it, it doesn't apply to you. I really don't think it applies to anyone on the forums, noobs typically don't know these forums even exist, but it's there just in case I'm wrong.