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#1
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"The person handing off the camp must stay at the spawn until the next person in line arrives" - The Wise Derubael (Ret.) If you really want the camp you need to stay close to it. If you forsake that for the convenience of holding another camp while you wait, then you depend on the other player to be there for the handoff. That's the risk you assume. If something happens to them and you're right there, you're golden. If you're far away and they leave quietly for some reason, the camp is up for grabs. Assume you log into a dungeon zone. You see a popular camp open and cleared. You call out CC and no one answers. The assumption is that the last person cleared the camp and logged off. Or that he was trained out. Or he went linkdead. You take the camp. Personally, if I'm waiting for a camp I will answer their CC if they immediately don't. Like I'll say "Bubba has AM and I'm next" if Bubba is quiet for some reason. The Elf Court rules for Sensational and party, et al. | |||
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#2
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#3
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You, DMN, log into Lower Guk near the AM spawn. You scratch your balls (I'm making assumptions but bear with me) and you yawn and you notice the AM camp is clear. You do a /who You call out "CC". No one answers. You look around the corner. No one there. No one even close. You sit down and wait for the pop. Three minutes later player X shows up and says "AM is mine. Player Y who was here before gave it to me." Player Y was not in the zone when you did your /who. Do you yield? | |||
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#4
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#5
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This is why I'm completely impartial in all Elf Court matters. | |||
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#6
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