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Originally Posted by loramin
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Again, this comes down to GM discretion. Let's take Droga as an example: when no one is there it's common for one player to do both the Chief and Soothsayer camps, which are almost on opposite ends of the zone (but less than a minute or so apart). In general if you kill Chief, run up to Soothsayer, and then someone logs in at Chief, you will be able to say "even though I'm across the zone at another camp, I'm killing Chief, as you can see because his PH is down, and I'd like to keep the Chief camp, but since I can only have one you can take the Soothsayer (or some other camp)". As long as you make it back to Chief before he respawns, you're golden.
But what if Chief spawns while you're running back? If you make it back 2 seconds after he spawns can you keep claiming it? What about 20 seconds, or 2 minutes? The answer is that there is no answer: it depends entirely the staff member. And it's not even just about them; Llandris (for instance) might normally give you a minute to get back to the camp, but because he saw you rudely cussing the other guy out he may decide to give it to them after only five seconds.
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I think if you go strictly with the way camps work, based on my understanding at least, if that guy is letting his mob pop and he's not engaging within a 1-3 minutes, another player has a right to tell the original camper he's not holding the camp to the letter of the word and put pressure on him. I think it would be bad taste and a bad look to just take his camp but I do think it is morally acceptable to challenge him to keep his mobs down faster if that other person really wants the camp too. And this is going to bring me to my next paragraph.
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So in theory as long as the CE group isn't letting the Crypt mobs stay up for very long (which is easy to ensure with a halfway-decent CE group), no one can take them. The most rules-lawyery thing any of those Shaman can say is "there are 7 total nameds/camps: 4x crypt, cryptkeeper, emp, and blood; you have six people so pick six and I want the last one". But again, indoor camps aren't necessarily a 1 player to 1 mob thing, so the staff could say "no, you can't have any, because they're one camp and the group has it". Or they could agree with the rules lawyer logic ... but no one wants to camp just the cryptkeeper or just the blood, so that never happens.
When it gets interesting is when the CE group can't kill fast enough and Crypt mobs are sitting up for "too long" (where, of course "too long" is defined by the staff at that moment). In that scenario, the GM could either say "sorry CE group, you left those mobs up for so long they became unclaimed, and the Shaman had a right to claim them" OR they could say "sorry CE group, you're trying to camp more mobs than you can kill, you need to pick the top X (probably either 'everything in crypt' or Emp/blood) and let others have the rest."
So in theory it's the amount of time the Crypt mobs are left up that matters: barely any time = group keeps them, awhile = group has to give up some of their spawns, but they get to choose which, and too long = group loses any claim they had. But in practice, since the staff defines "barely any", "awhile", and "too long" as they see fit, it's impossible to describe the rule any better than that.
Obligatory Legalese: I am neither a judge, lawyer, nor staff member of P99, and all of the above is just based on my flawed understanding as a player
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Personally I've always played it safe and wait for the whole crypt to spawn before I even think about taking a camp there. After whole camp is spawned, I think you've lost the camp. It's probably still good taste to give them 4-5 minutes after that but I think that should come down to the discretion of whoever is currently at the camp.
A half decent crypt team will, indeed, be able to keep emp and crypt down with plenty of time to spare.
Now how about someone soloing hiero, duke and baron. The best cash mobs in crypt. Let's say a soloer(certainly not me >
[You must be logged in to view images. Log in or Register.]) is camping all 3 and is keeping them down with time to spare. Can a group walk right in and take 2 of these spawns? I don't see anything in the rules that allows for that. Do solo people have less rights than groups? How about duos? Trios? 4 people? 5 people?
Would it be so bad to put a time limit on when you lose camp or mob? Like you have 3 or 4 minutes to engage something after it spawns or you lose claim to it?