Jibartik, no amount of trash and misrepresentation that you post will ever make you correct. You are 100% wrong about how classic EQ operated and hopefully at some point you will stop being ignorant and come to terms with the facts. LOL @ thinking that sitting around doing nothing but staring at a spawn point by yourself in a game is "playing like an adult". The term you meant to use was "like a vegetable".
Quote:
Originally Posted by Nisrak
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I also immediately see several issues with this policy, for example:
- Person A desperately wants this item and proceeds to camp it for 12 hours strait with no luck. At this point, person B pops up and says "oh, I'll take next kill, why not!" Item drops and person B gets it (or charges person A an obscene price for loot rights). Person A then /q's forever.
- Person A makes a killer group and finds an open, difficult camp. They fight their way down and perform the difficult break. Random pickup group says "oh, let's get in on this" and come down and mooch off the spawn.
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- In the first example if person A is camping something and nobody else is there, then the next spawn belongs to them. Person B would not get their chance until after the spawn that person A kills (unless person A went AFK for too long, same as now). It's always possible that someone gets lucky and the item drops on their first try; that's simply the game.
- In the second example, that's an example of community policing coming into play. If the group who broke the camp thinks the other group is being scummy, then they are free to tell everyone else about it, and the people in that other group may take a reputation hit. This naturally lowers the chance that a whole other group will do such a thing, instead of finding their own camp. The other thing to consider is how people want to do something that's worth their time. It's unlikely that a camp like this would suddenly be open and "worth" camping by 2 separate groups. The reality is that all of the highest value camps in the game are going to be perma-camped.