Quote:
Originally Posted by Thiengy
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Urn camp was a bucket list item for me. It was something I never completed on live, and it was something I had hoped to do before I quit p99. It was quite exciting to transition from "this camp feels impossible" to "I understand how to do this, I could probably do solo with consumables, but maybe DS is too strong herself" to eventually feeling really comfortable with each mob type and eventually solo holding the camp for a full day and clearing Drusella solo as well, but no urn during my solo clear, big rip lol.
I enjoy the competitive aspects of p99 and some of the friendly competition I saw at the camp was always enjoyable. Over time I think player expectations have become a bit toxic with the feeling that being asked to clear is "rude" and that somehow there is an expectation to hold a camp with zero effort. I disagree that playing by the outlined rules is somehow toxic in nature. If you are holding the camp you should be expecting to clear it for a significant amount of time.
I don't personally feel that a single group/guild monopolizing the camp is a problem, as long as they have the manpower to clear the camp and have the appetite for 24hr round the clock clearing due to others' desire for the camp. I do find it discouraging that those holding the camp may become offended by others asking them to clear as if it is personal. But in my eyes, this competition is the exciting part of p99. I would hate to see it reduced to a /rand or /list.
There are likely opportunities to improve the camp dynamics by ensuring players are present, box testing, better defined and CSR-supported rules for when a clear has failed, and punishment for those who try to weaponize trains.
I do feel like this camp is likely out of reach for most as a solo adventure and that is an okay thing. It is good to have challenges that are a challenge. Adding 1 or 2 more capable players trivializes the camp; add a few more working in shifts and it's even easier.
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I too enjoyed the challenge of holding the camp solo for hours, even clearing a named and killing DS. That feeling was mostly relief, though, and it took me two weeks of constant early (5 am) monitoring to get the opportunity (as shown in my video). So, I understand where you are coming from.
However, I think most people would agree that this particular camp highlights the toxic nature of the server. As you mentioned, adding 1 or 2 players trivializes the camp. The real difficulty lies in not being pushed out by larger guilds with players in different time zones monopolizing it for their own incentives (monetary or otherwise), as illustrated in my video with Mcreary’s explanation.
We are mostly grown adults, and it’s unreasonable to expect people to stay up 24 hours a day to get the urn in a game meant to be fun. The current system creates an environment where a few guilds can dominate the camp around the clock, making it nearly impossible for others to have a fair chance.
While competition can be exciting, it becomes problematic when it leads to monopolization and toxic behavior. Implementing a /rand or /list system would not only provide more players with a fair opportunity but also help mitigate the unhealthy camping practice currently in place.
I believe improving the camp dynamics with better-defined rules and support from CSR would enhance the experience for everyone. Ensuring fairness and reducing the monopolization would make the game more enjoyable and accessible, which is ultimately what we all want.