Quote:
Originally Posted by loramin
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Soloers can absolutely run around leaving their camp behind, as long as they get back in time. As I said about Droga, you can kill the Chief, run to the other end of the zone, possibly kill the Soothsayer (if he's unclaimed) and run back. It wouldn't matter if a full group of players had all been waiting at the chief camp the entire time you were gone: as long as you got back before the Chief spawns it's still your camp.
Where it gets murky is what happens if you come back after your camp respawns. This certainly should encourage people who are eager to snipe someone else's camp to wait a more than reasonable amount of time before taking over, because their "reasonable amount of time" might not be the same as a GM's.
Technically the crypt group can't. Let's say a group calls CE, goes to the crypt, finishes it off, and starts walking over to Emp, but at that moment another group logs in outside the Emp room and goes inside first. That group gets the Emp, because it doesn't matter what the Crypt group may have called, the login group was the First to Engage the unclaimed Emp.
Or at least, if you assume the staff would consider C and E as separate camps. You never know for sure. Anyhow, the important thing is, 99.9% of the time no one else wants Emp, so that's why everyone calls both C and E at once.
The other issue is the one person, one camp principle. Like I said before, GMs define indoor camps however they want, so there doesn't have to be a one player to one named ratio ... but even if there was, a group of 6 can claim 6 of the 7 CE spawns, and no one else wants the 7th mob.
So even by the most lawyerly count, a group of six players can claim 6 mobs and then FTE the (unwanted) 7th. But you as a solo player can only claim one spawn (Heiro). You can kill Duke or anything else while your Heiro is respawning, but only if no one else has claimed it and you engage first.
... again, as I understand things.
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If you get most lawyerly, no, groups cannot maintain presence on 6 or 7 spawns. They have to group up and work together. Melees need to be DPSing on top of mobs. Bards need to be close for their songs. Chanters need to be close to CC. And so on. So technically, you would need 3 people at a minimum to do 2 spawns points if you want to maintain a presence on top of spawn points.
I mean it's pretty clear through this discussion that solo, duo, trio have less rights than groups. And that's fine if that's the way it is. At the end of the day we are at the mercy of the staff. But lets just come out and say it. Solo, duo or trio people can be pushed around and out of content that they were holding if a group desires to take it from them in certain situations. And in the same way, it can't be done to groups.
It sounds like you think not all GMs will rule that way but lets say 50% of them do. If you roll the dice and challenge groups as a soloer and 50% of the GMs disagree, you are going to get in trouble pretty quick. Maybe not the first occurrence but by occasion 3-4 the odds are you will be.