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Old 06-27-2010, 02:12 PM
rioisk rioisk is offline
Sarnak


Join Date: Feb 2010
Location: RI
Posts: 271
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Greetings,

We will be tweaking this along with some other rules as we move forward but it is time to address some issues with camps that have been coming up. I will try to use some examples to clarify rules.

1. Going forward, if you intend to hold or claim a camp, your group must retain presence at that camp. If you have no competition in the zone, you are more than welcome to hold as many as you like. The moment another party wants to claim a camp and you are "farming" multiple, you must decide which camp you want and forfeit the ones someone else is interested in. We still expect players to use the courtesy camp check before zerging a room. If there is a full spawn of mobs in a camp room up I think that would be considered not camped. How you pull the camp is up to you, as long as you are able to engage the mobs very shortly after they are spawned.

*Example* You are doing Ghoul Magi, Lord, and Frenzy in lguk. Another group arrives to claim a camp. If they stumble upon a spawned room devoid of players, they can claim it. Where your group resides is your camp; choose wisely.

2. Just because you know the timer a mob's spawn does NOT mean you are entitled to the camp. Examples include Ishva mal, Estrella, and Undertow. I have seen too many threads about ishva mal in particular where there is a person there at the camp and someone comes and either KS's the spawn or charms the mob to bring it somewhere else etc claiming it was theirs due to it being on timer. If you are trying to timer a spawn and you arrive and someone else is there, too bad, you should have been there earlier.

3. The efreeti spawn kind of covers both of these situations, with this camp in particular if you are not at the spawn and another group arrives, you lose it.

4. In order to hold a camp, the player or group must be able to demonstrate the ability to hold the camp without further help.
*Example* An enchanter and lvl 40 ranger are in a group. The enchanter leaves to go kill frenzy and the ranger stay at lord. In this instance both camps are not considered held as the ranger could not survive this camp on his own without the enchanter.

5. Outdoor pathing mobs are not campable unless you are sitting at the spawn point and able to engage it instantly. Outdoor mobs on fast respawn such as HG and spectres, if you cannot engage immediately you do not hold the camp. Please try and share with fellow players in these instances.

6. AFK camping is not respected and is frowned upon, if caught afk camping you will be booted to the character select screen.

7. We do not have a rule for how a camp will be handed off to another player. It is recommended the player interested in obtaining a camp work that out with who is on the camp already.
*Example* Player a is on jboots, player b comes and sits and just waits. If player a wants to hand off to his friend rather than player b, he has that right. If player a wants to hold a list and give to the next player on that list, that is also his right. GMs will not moderate that unless player b can prove he was deceived by player a with how the camp would be handed off.

Any deal between players trumps any of these rules so long as all players agree. These rules are here to be a guide to players for what rights they have while in the game. In my opinion this is very similar to what SoE did with camp disputes in game. As Nilbog has said in this thread, in 99 every named spawn in zones would have entire groups at them. If one group was capitalizing on more than one spawn and a second group wanted half or to share and then petitioned, PNP would be enforced and the groups would be forced to share. This is a guide explaining how we would like things to be shared.

Failure to comply and respect these rules will be viewed as disruptive behavior and players will be subject to disciplinary action. Please dont let it come to this.
 


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