Well, that are actually two different things going on here:
The first is the vision for how extremely high-demand items (like RotA) should be "distributed" amongst the playerbase. The two extremes of this continuum being everyone on the server gets a chance to camp and get the item (with at least the caveat that you can actually KILL the mob), and let one person hold the camp and monopolize the item indefinitely. I don't think anyone really ascribes to either extreme, but it also doesn't seem like there is any consensus on where in this continuum the game should actually be.
The second is how to implement a system that achieves the above vision that can't be gamed (or, at least, makes it hard to... and circumventing it has a harsh enough punishment to deter said circumvention). But without a consensus on point one, talking about point two is meaningless.
At the same time, I don't think you can lump XP camps like Sisters in with loot camps like AC. You can literally get XP in a large number of places all over the world. Not all of them are ideal, but the option is certainly there. No drop items are a different animal as there is only one or two mobs in the game that drop them. There is no other option.
|