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Old 05-19-2026, 06:15 PM
Zuranthium Zuranthium is offline
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Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
I have to respectfully disagree that camping items or rare spawns where "nothing happens at all" needs to be fixed, or changed. Camping rare items is one of the most memorable and fun aspect of EQ. Its one of the major changes that modern mmos, such as wow, did that lost that "magic" feeling I was talking about. Camping mobs made the world feel like a "world within a world" and not just "rpg video game #233"

Players quickly begin to learn about iconic items like SSOYs, fungi tunics, fbss, ect. And they dont forget it. It gives the game more lore and depth and LIFE in the "virtual world" as opposed to systems like wow where you get random green item #144, or random blue item #626.
You're still talking about different things.

A game can have rare items, but doing nothing except sitting in one spot and killing a braindead NPC a few times every hour, until the item you want finally drops, is not good gameplay at all.

People should have to continually move through a dungeon or a given game area, either that or MOB's should constantly be wandering into the area you're sitting in, with unpredictable patterns.

Look at the excruciating Pained Soul camp for example. There's an entire maze-like ruins filled with undead, but instead of needing to move through it and/or pull the undead out into the jungle, you just sit in the outer part in one spot for an average of 12+ hours, killing 1 single NPC. In an ideally designed version of EQ, that entire area would be used: all of the undead would be able to spawn Pained Soul, and the placeholder itself would keep changing, so you'd need to actually move around the whole area, not just camp one small section. And of course because of the volume of MOBs there and the pathing that should exist, it would promote grouping in order to "camp" the area safely.
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