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Old 06-01-2018, 03:30 PM
Menden Menden is offline
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Join Date: Feb 2016
Location: The Nexus
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Enjoy...

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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.
In a dungeon, if you're camping 2 named/spawn points in different areas of a zone and another player wants you to share, you get to pick one. Keep in mind, if we get a petition that someone is stealing their camp and that new player kills a mob that has been up a reasonable amount of time, we may side with that new player because you were not holding the camp.


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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 >) 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?
Crypt issues infuriate me. People get petty over dumb stuff, honestly guys, if someone/duo/group/whatever is at spot 17 and is keeping all the mobs down, leave them be. I mean, the area could be viewed like the HHK goblins as multiple camps, but in reality it's just a douche move. A Guide/GM could interpret it as a single camp or multiple so you are taking a risk contesting that area, every situation is different.

For dungeons, we tell folks agro range/LOS. This works for almost everything. The exceptions could be KC Captain or seb king/crypt. If there's people there, just go somewhere else. Don't be douche.

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But that few minutes of medding when the two bears have re-popped always made me wonder if anyone could come and pull them right in front of me. I guess the answer is maybe yes and maybe no depending on the GM's mood that day :P
Douche move to take your stuff while medding, about the GM's mood. Pretty much.

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Here's what I can't understand. Solo people don't have more or less rights than groups. Then why can groups run around camps and not maintain presence right on top of their spawn points yet still claim ownership of the camp yet solo people can't also run from different spawn points and hold down multiple mobs in camps? If solo people have equal rights, why can't a soloer call duke from hiero room but a group can call emp from crypt room?
Solo/Group can run around to as many camps as they want till contested. Once contested they must return to the area they are camping and stay there but they are taking a risk while doing this and should really consider responding to a CC. Do keep in mind there's mobs that are 99% of the time contested. Like AC in oot, don't kill him/ph then go run around, that's dumb. Or SF, don't "claim" SF then run around, that's also dumb.

EQ is a very social game, we expect players to communicate.


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Originally Posted by Tuurin [You must be logged in to view images. Log in or Register.]
Do you guys not read? The link to the rules was already posted, and seems pretty clear.
https://www.project1999.com/forums/s...d.php?t=132299

That being said, you can absolutely "camp" mobs, and you cannot steal another players 'camp'. In general, if the placeholder or placeholders for a spawn are being killed, that 'camp' can be considered held by the player doing the killing so long as they are keeping the placeholders (or the room if there are no placeholders) cleared, within the same zone, do not die or log off. You do not necessarily need to be at the spawn point to call it 'claimed' while it is uncontested, however, if someone else wishes to contest the 'camp' you do need to return to the 'camp' and maintain a presence at or very near the spawn(s) in order to hold it. You cannot hold multiple 'camps' if another group wishes to contest one that you are holding. The player holding multiple 'camps' retains the right to choose which 'camp' to give up.

Soloer/group is treated the same- if a "camp" is contested, you have to work to figure it out and compromise. Nobody get to "steal" a camp from someone who's already there, but nobody gets to tell someone/a group to fuck off if they are asking to share/contest the camps. Whoever was there first gets first dibs on the named spawn, but have to share the overall spawns if another group asks to.

Not sure what's vague about this.
Huh, someone actually read the guidelines, I like you.

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"From what I understood anything can be a camp. Any 1 mob anyone chooses, they can lock it down if they choose to do so. "

- This only counts for outdoor zones
Mostly true. But they must engage the mob quickly, like AC in oot. My best advise is if you want to camp a single spawn point in an outdoor/open zone, sit on that point.



The bottom line is, don't be a douche. People in Crypt able to hold it by themselves? People killing all the sisters in lfay? People in zone out room killing king? Sure, some of these places are out of LOS/agro range, but you know what? These are player defined camps, it's been this way for a long long time. Sure, some player defined camps we won't recognize, but it's the nice thing for you to do. You REALLY do not want us involved in camp mediation, there are several outcomes to it you may not like. Examples could be, forced out of the zone, suspended for a few hours/days or DT. Don't rule lawyer us during a dispute, accept our ruling and move on.

I'll end with, I have play toons, as all Guides do. I have my favorite camping spots. If I see someone there, guess what I do? Either play another toon or have a conversation with them on how long they plan on camping it. I know communicating is hard, but I know you can do it.