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#1
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The other day I was grouped in MR in Unrest, and by the official server camp rules we were 6 people camping the two 22-minute spawns in that room and everything else in the zone was FTE. Normal EverQuest servers would recognize that the MR group pulls the side rooms around it, but because those mobs are located inside of rooms, they're arbitrarily excluded from the MR group's claim as per the server rules. Shortly after we set up in MR and had pulled a few cycles of mobs, a solo necromancer starts timing all of the rooms while moving between them for each repop. This effectively allowed 1 person to monopolize 10+ mobs, over the full group of 6 people who were there earlier, and is allowed by the rules. Because the solo player can just say I'm no longer camping the previous room, now I'm camping this room. Sure, our full group of 6 could also start timing every spawn and leapfrog for each mob spawn, but this isn't necessarily more efficient than trying to pull/fte mobs from the zone. Also, good luck trying to coordinate something like that across 5 other people who are barely functioning enough to alt tab back from Reddit and press their auto attack button before the mob I pulled dies. And even if we put all that effort in, we'd then have to give up our claim over the MR, and now you have a situation where a full group of 6 people are allowed the same amount of mobs as a solo necromancer, which still doesn't feel very fair to me. Full groups need priority in dungeons and the best way to do that is to define camps. MR has claim over all first floor mobs, FP has claim over all 2nd floor mobs, undead knight has everything above FP, basement is everything below 1st floor, and courtyard can be split up into 2-3 camps + solo players. The zone supports about 6-7 groups under these parameters and if you want one of these camps then you have to join the list for an existing group. Bam, I solved Unrest in under a minute. Why can't we do this for every contested exp zone in the game? The server would be so much better. tl;dr - Solo players monopolizing group content is a problem, but the bigger problem is the camp rules that allow a single person to claim many more mobs than a full group, even if they're in the same area and the full group's been there longer.
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Last edited by Khorza; 11-05-2019 at 12:40 PM..
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#2
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#3
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If the staff treats MR differently then it seems to contradict their rules, which is yet another problem. This is easily solved by defining camps. I defined MR and every other camp in Unrest. It took me a few seconds to type it up. I'm not sure why we can't just do this for every camp in the game.
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#4
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It'll even out some more. I doubt teal will ever has as many as green, partly inertia will keep green bigger and partly some people prefer the busier server and partly because once the two pops are fairly close there will be nearly no benefit to switching so why bother moving to finish evening it out anyways?
But it'll maybe be more like 60/40 in another week or 10 days as the /move command window is wrapping up. | ||
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Last edited by Tecmos Deception; 11-04-2019 at 04:10 PM..
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#5
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I sorta liked pre-split Green for that classic overcrowded Fennin Ro feel.
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#6
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But I do thank you for taking the hit to clear up green a bit now instead of two weeks from now. | |||
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#8
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#9
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There should be a tealers remorse option to revert your switch after realizing you moved to an empty Norrath.
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#10
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