The more players think KC sucks, the less they will resort to leveling there and the less it will suck. The problem has to do with spawns and camps being so close together. In zones like Seb and The Hole, pullers don't cross paths as often, if at all, because the usual camps are more spaced out and there are plenty of mobs in between. But that's half the fun of KC, having VS or Verix suddenly loose, creating a train of death throughout the zone, or having a rooted mob one floor up beat on you in basement, or having to secure aggro on each pull to prevent stealing. On top of that, there is the occasional cleric or two who announces rezzes in ooc and porters from time to time as well, though less now since ejacs aren't necessary anymore.
Karnor's Castle is a zone of inevitable, mostly contentious interactions because of it's design and lack of real estate. Narrow corridors and spiral staircases make it easy to tag a mob out of three or four without being noticed. Karnor's would be less of a FFA if it were larger, more spread out like City of Mist, or if the range of camp levels differed more greatly from floor to floor, like in Unrest.
But forgetting the big money drops in Karnor's, a lot of Kunark armor drops there on the regular, armor pieces with clicky effects that are still great one expansion later. And all of them vender for quite a bit. Given how popular/overpopulated the zone is, it doesn't take anyone lfg long to get to camp for invite. In other zones they may need a coth or the enchanter to meet them at entrance, etc. Classic EQ is a game that inconveniences its players, so it's only natural that they would seek out and cling to any area that offers some, however marginal it may be.
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