Dungeon lockout cap

So I’m seriously inquiring about why there is a 5 dungeon lockout cap per hour? I can understand for the most part why they implemented the 30 lockout per 24 hours but with this new implementation why still have the 5/hour lockout?

If someone is gonna grind/boost dungeons does it really matter how many they do per hour if the end result is caping at 30 in 24 hours?

All serious and troll responses welcome

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The lockout cap of 5 in one hour is a very complicated discussion, but if I were to try and simplify it down to the purest forms.

The best answer I heard was to slow down gold farming. In Classic a mage can one pull a full instance. The 5 per hour was Blizzard trying to put some kind of upper bound limit on farming.

I don’t know if I agree with it or believe it is the real reason, but it was the best answer I have heard on the subject.

This was covered when Classic launched too:

I don’t know if anyone ever came up with a definative or agreed reason, but there is the thread for you to look over if you like.

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I doubt that was the reason. The 5 lock out per hour predates mages 1 pulling instances like they do today.

So I guess they thought no one could reach 30 dungeon cap in 24 hours when first implemented? Because if the same mage was only able to farm 5 dungeons every hour for up to 30 dungeons in 24 hours and also run 30 dungeons in 24 hours without the 5/hour lockout they would produce the same amount of gold in that 24 hour window.

Hey, I did not say I agreed with it or even believed it. It was just the only reason I heard that was even remotely plausible.

Every other reason was so far out in left field it was laughable.

The 5 instance cap was actually a hardware limitation back in the day.

I wondered about that too. Back in the day, all instances ran on a separate “Instance Server” and all the instances for that realm ran on it. The 5 an hour limit could keep server thrashing down. It does have a plausible ring to it. Not sure why it was kept around though if that is the real reason.

Again, just pure speculation. I have nothing to back that idea up with either. And I doubt we would get a real response from Blizzard on it either way.

Point being, they did not back down on the 5/hr. limit in Classic and I doubt they would for TBC Classic either.

Seeing that dungeons were designed to be cleared appropriately leveled parties of 5 over the course of 30-90 min, I don’t see why they’d raise the cap.

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This is the more realistic answer, blizzard could have fixed the various abuses people were doing that was taking them over 5 instances per hour or 30/day but they simply capped the number of runs.

I suppose they could have. Not sure exactly what would be involved… Also, more than the 5/30 runs just seems excessive. I suspect the instance cap was an easier, more pragmatic fix.

I think you’ve got it wrong, the 5 cap has been in the game for a very long time.

The 30 cap was added partway through Classic.

For retail I don’t see why it should be lifted (Even though I know I will hit the 30 cap in TBC launch due to dungeon leveling).

However in retail this would be a large issue with the whole transmog thing which is why I’m pretty sure dungeons were raised to 10/h with no daily cap. (Could be wrong on that).

So with that as the access. I am definitely going to have to lean on the reasoning that is “No reasonable player should be hitting the 5/hour or 30/day cap with normal play”.

My “Must level to 70 asap in dungeons” plan would be consider abnormal play. Which is what Blizzard may want to go against. A long with things like Mage farming, attempting to limit bots to some extent etc.

5/Hour may have been a technical limitation back in the day, but that simply isn’t the case anymore.

I think would very much like to see no instance limit. However, I intend to have quite a few level 70s. So presuming I hit the 30 instance limit, I will simply switch to another character. Bots would do the same. Now days when those bot mages hit 30 instances, they log into a second mage, and keep going. It never slowed them down.

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Well imagine if their wasn’t…

Gathering professions would pretty much exists solely in dungeons. Literally infinite gravemoss / fadeleaf for any 60. Infinite mitril ore, ghost mushroom, blindweed from mara. Get a three man into DM and do a jump run in 5 minutes.

Dungeons have great loot, gating that is important.

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The 5 man cap was added partway through vanilla. While donkles may be correct about it being a hardware limitation, i remember reading somewhere that it was meant to combat gold sellers, even back then. (Tho that was 15 years ago, memories are not always accurate at that range…lol)

Still, i know gold selling was such a problem during vanilla that i got an addon to block all the spam tells (Which were about 3-4 an hour). And as Torr mentioned right above this post. Look at the gravemoss fadeleaf farm. 5 lockouts of armory and GY take about 15 minutes, then you have to come back 45 minutes later. That slows down that farm to 1/4th of what it would be otherwise.

There are a ton of farms that existed even back then that are gated by the limit.

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