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Who wants camping back?

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  • thexratedthexrated OuluPosts: 1,368Member Common
    Originally posted by Cephus404
    Originally posted by thexrated
    Originally posted by Cephus404

    Forced camping, like forced grouping, doesn't force anyone to interact.  Most PUGs never say a word to each other.  It only forces people into close proximity, it doesn't force people to do anything together.  I could join a camp, know I have an hour until respawn, and go watch TV until then.  I could multitask in the background.  I could read a book.  There's nothing that says I have to actually talk to anyone in the game.  Heck, I could chat with a friend elsewhere in the game if I wanted to.

    It's just an absurd idea that putting you next to someone by force is going to make you want to interact with them.

    I agree, most of the camping in MMOs that I have done was with people I already socialized with. I might get to know some of them better, but I hardly made new friends there.

    That said. I think it is a nice feature that added something to do. MMOs need to have a variety of things to do and this was a fun feature.

    Depends on how you're camping, I guess.  In AO, groups would "camp" in Shadowlands and run up and down in a line, wiping everything out, then running back to the beginning.  It's constant action, but that's more farming than camping.  Camping is sitting around waiting for a particular mob or group of mobs to respawn so you can kill them and get back to waiting.  This was especially true for high level mobs that had a long respawn time.  Camping didn't give you anything to do, it gave you a lot of time to do nothing.  You couldn't leave, you couldn't go play the game elsewhere, you had to sit there and do nothing, waiting for that moment when there was something to do.  I see no reason to think that I'd talk to anyone who was also sitting around waiting unless I knew them already and had something in common with them, which rarely happens in MMOs anymore.  I'd much rather put the game in the background and do something else worthwhile.

    I remember the camping in AO. Like the mercenary camp introduced in Notum Wars and the other spawn-a-boss camps. AO was interesting because most additions, including expansions, added a lot of different things to do. They were never just an extension to the existing systems.

    "The person who experiences greatness must have a feeling for the myth he is in."

  • AlBQuirkyAlBQuirky Sioux City, IAPosts: 3,828Member

    (Sorry if this was said earlier. I have not read through all of the posts yet :) )

    Camping as "AN" activity I am all for. Camping as "THE" activity, not so much.

    I had good times camping in EQ. I also had bad times :) Overall, the experience was fun for me.

    Think about today's MMOs, though. We used to spend many hours in one camp in the old MMOs. Often times, people would leave and others would join in 1 single camping spot. Today, you would have to change camp spots every few hours when you would eventually out-level the spot. There really is no need to camp anymore.

    Camping was the answer for long XP "grinding."

    There are adjustments MMOs could make to the camping mechanic to make it more viable today, but I think that most players would just look elsewhere for their XP. Camping requires time. Time many players now do not have like they did.

    One thing I do miss from camping is when it was time to go, the other group members would try to get you from leaving. "Just one more pull!" "Can't you stay a bit longer?" It was nice to feel wanted :)

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR

  • KBishopKBishop tracy, CAPosts: 205Member
    Originally posted by Rydeson
    Originally posted by KBishop
    Originally posted by Rydeson

         KB.. and others.. I don't understand why you are so argumentative about people wanting an old fashion form of camping as an alternative form of playing..  NO ONE in this thread as stated they want to take away your private instance.. If that is what floats YOUR boat, then go for it, and no one is stopping you.. What I and others have said is that we would like camping to be taken into consideration and added to the open world zones.. YOU do your thing, and we'll do ours..  

         You and others are under this misconception that a cafe can ONLY sell hamburgers (which is what you like) and can't sell hot dogs....... I say sell BOTH.. Right?  So, go click on LFG and jump into that no wait queue for a entry level dungeon, and I and others will go camp the orcs, dervs or whatever we feel like.

    WoW did just this during Classic and TBC. There were camped bosses as well as intanced raids. The end result is pretty obvious as to which direction WoW went too.

    The problem with camping is that it almost always causes adverse gameplay. It ultimately ends up resulting in a bunch of people from multiple different guilds all waiting for 1 mob. This means that a LOT of people are going home empty handed. This isn't adding in other bogus issues such as spawn windows, respawn times, etc. This is also not getting into the fact that it theoretically encourages cheating (those who have bots to claim faster than normal people are going to see larger mob claims)

    If you want camp bosses that arent valuable then thats fine. Again, WoW did/does this now, and every single rare spawn gets virtually no action in comparison to raid bosses.

    If you are talking about EXP then there is possibility, however this would ultimately come to an abrupt stop once you hit endgame, so I don't know how effective this would be if you wanted to integrate both camping and instances.

         You can try and sell that to someone that doesn't know better.. You even contradict yourself above..  Second paragraph you stated "It ultimately ends up resulting in a bunch of people from multiple guilds all waiting for one 1 mob".. Then turned around and said, "WoW did this now, and every single rare spawn gets virtually no action"....... So first you say it was popular, then said it's not.. You need to make up your mind..  And for the record, you have NO clue why Blizzard does or doesn't do anything.. It is simply your opinion why Bliz might do something, and I have mine..  TYVM and have a nice day..

         If you honestly believe that end game is all about INSTANCE grinds.. then we really have nothing more to discuss :)

    I think you really missed the part where I mentioned that the rare spawns now drop virtually nothing, and that reason in particular is why no one camps them. Because they are worthless.

    There's no contradiction, you just missed the main factor: the loot pool.

    If rare spawns have a valuable loot pool, then they have many people camp them

    If rare spawns have a negligable loot pool, then they have virtually nobody camp them.

  • ChieftanChieftan Independence, MOPosts: 1,417Member
    I'm trying to figure out how players today "don't have time" to camp. Seriously?? Maybe they need to be retrained to slow the F down instead of blazing through everything.

    As for people saying camping died with EQ, that game's decline is a seperate issue. I think a better overall game caused that and not one single aspect of gameplay.

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Rydeson
    Originally posted by nariusseldon
    Originally posted by Rydeson
    So are you telling us that repeating those same 2 dungeons is exciting? 

    Way MORE exciting than  pulling the same mob again and again (ie. camping) in the same room.

    At least you get to see different rooms and different mobs. I am surprised you will think that pulling the same mob in the same room more exciting than pulling from TWO dungeons (which probably have 10x the rooms, and 10x different variety of mobs).

    WOW.. really?  Let me know when a roaming Sand Giant can spawn in those static dungeons and cause havoc to you group..  That is one thing you have to love about instances.. They are so predictable that even Stevie Wonder can go thru them.. Have a nice day.. :)

    When? Even back in Vanilla WOW. You don't know there are rare spawn in dungeons like Scarlet Monastary?

    And again, way better than staying at the same place for hours. And tell me ... isn't staying at the same room waiting for the same spawn as predictable than running through a dungeon?

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Chieftan
    I'm trying to figure out how players today "don't have time" to camp. Seriously?? Maybe they need to be retrained to slow the F down instead of blazing through everything.

    As for people saying camping died with EQ, that game's decline is a seperate issue. I think a better overall game caused that and not one single aspect of gameplay.

     

    Why should anyone slow down if that is fun for them?

    Forcing a life style people don't like is just silly. I don't have time to camp, and i won't. It is not fun and a waste of my leisure time. I doubt you can convince me otherwise, nor stop me to only play games without camping.

    And yes, camping died with EQ .. good riddance. There were plenty of complaints back then. All fixed now.

  • RydesonRydeson Canton, OHPosts: 3,858Member Uncommon
    Originally posted by AlBQuirky

    (Sorry if this was said earlier. I have not read through all of the posts yet :) )

    Camping as "AN" activity I am all for. Camping as "THE" activity, not so much.

    I had good times camping in EQ. I also had bad times :) Overall, the experience was fun for me.

    Think about today's MMOs, though. We used to spend many hours in one camp in the old MMOs. Often times, people would leave and others would join in 1 single camping spot. Today, you would have to change camp spots every few hours when you would eventually out-level the spot. There really is no need to camp anymore.

    Camping was the answer for long XP "grinding."

    There are adjustments MMOs could make to the camping mechanic to make it more viable today, but I think that most players would just look elsewhere for their XP. Camping requires time. Time many players now do not have like they did.

    One thing I do miss from camping is when it was time to go, the other group members would try to get you from leaving. "Just one more pull!" "Can't you stay a bit longer?" It was nice to feel wanted :)

         OH I so agree here.. Today's games are designed for "end game", and leveling is just a short term annoyance.. And you are right that in today's mmo world, a group out levels any camping spot location in less then an hour, so there is no need for that.. Many times when playing WoW, I would out level a dungeon before I got a chance to go into it such as Deadmines..  I will say that in GW2 I see more "camping" then any game of recent years since EQ, AND it's the most active spot in the zones.. Just like in Kassex Hills, the most active area is the DE events that happen around the "bridge" that moves to 2 other locations, then back to the bridge and wait for it to re-trigger.. People farm DE's like that for XP and reward.. 

  • RydesonRydeson Canton, OHPosts: 3,858Member Uncommon
    Originally posted by nariusseldon
    Originally posted by Rydeson
    Originally posted by nariusseldon
    Originally posted by Rydeson
    So are you telling us that repeating those same 2 dungeons is exciting? 

    Way MORE exciting than  pulling the same mob again and again (ie. camping) in the same room.

    At least you get to see different rooms and different mobs. I am surprised you will think that pulling the same mob in the same room more exciting than pulling from TWO dungeons (which probably have 10x the rooms, and 10x different variety of mobs).

    WOW.. really?  Let me know when a roaming Sand Giant can spawn in those static dungeons and cause havoc to you group..  That is one thing you have to love about instances.. They are so predictable that even Stevie Wonder can go thru them.. Have a nice day.. :)

    When? Even back in Vanilla WOW. You don't know there are rare spawn in dungeons like Scarlet Monastary?

    And again, way better than staying at the same place for hours. And tell me ... isn't staying at the same room waiting for the same spawn as predictable than running through a dungeon?

        WoW only had a few rare bonus mobs.. Having a random rare spawn inside an instance is NOT random.. They are generated the moment the instance is created..  You want to use selective examples to justify your anti-camping position, and I and others can give equal if not MORE examples of camps that go wrong due to surprises.. Games today are just easy carebear programming.. Heck they even nerfed random roaming mobs because they were too much of an inconvienence.. 

         I can't remember the last time I saw a random roaming mobs such as EQ's Talendor surprise you while camping.. like I did.. BAM BAM BAM

    You have been slain by Talendor..

    Loading.. Please Wait..

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Rydeson
    Originally posted by nariusseldon
    Originally posted by Rydeson
    Originally posted by nariusseldon
    Originally posted by Rydeson
    So are you telling us that repeating those same 2 dungeons is exciting? 

    Way MORE exciting than  pulling the same mob again and again (ie. camping) in the same room.

    At least you get to see different rooms and different mobs. I am surprised you will think that pulling the same mob in the same room more exciting than pulling from TWO dungeons (which probably have 10x the rooms, and 10x different variety of mobs).

    WOW.. really?  Let me know when a roaming Sand Giant can spawn in those static dungeons and cause havoc to you group..  That is one thing you have to love about instances.. They are so predictable that even Stevie Wonder can go thru them.. Have a nice day.. :)

    When? Even back in Vanilla WOW. You don't know there are rare spawn in dungeons like Scarlet Monastary?

    And again, way better than staying at the same place for hours. And tell me ... isn't staying at the same room waiting for the same spawn as predictable than running through a dungeon?

        WoW only had a few rare bonus mobs.. Having a random rare spawn inside an instance is NOT random.. They are generated the moment the instance is created..  You want to use selective examples to justify your anti-camping position, and I and others can give equal if not MORE examples of camps that go wrong due to surprises.. Games today are just easy carebear programming.. Heck they even nerfed random roaming mobs because they were too much of an inconvienence.. 

         I can't remember the last time I saw a random roaming mobs such as EQ's Talendor surprise you while camping.. like I did.. BAM BAM BAM

    You have been slain by Talendor..

    Loading.. Please Wait..

    Well that is another reason why people don't like camping.

    At the end of the day, random spawn is just simple to do whether with camping or not. It is just a red herring. The fact that spawns are not random, as you said, is due to popular demand.

    And are you disputing that a dungeon has many more rooms than a static camp, and that you encounter more mobs? (sans the unpopular random spawn). If surprise is what people are looking for, they can be done 100x better in a dungeon (heck you can even randomize the dungeon as in D3) than camping.

     

  • IcewhiteIcewhite Elmhurst, ILPosts: 6,403Member
    I think that technology simply improved from the (MUD era) hidden Mongen firing once every x cycles.What happened to camping? The games just moved beyond the stoneage tech that first created it.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • ArclanArclan Chicago, ILPosts: 1,494Member Uncommon


    Originally posted by Waterlily
    Originally posted by VengeSunsoar Except a lot, an awful lot of the talking these days is on vent. I don't need to press a key for that.
    Good luck with that on a European server with 20 languages. Typing is pretty much the only way for everyone to understand each other.

    Good point re: language/accent barrier.

    Venge, you have a point that more folks may use vent, or join MMOs with RL friends. None of my RL friends play MMOs. I tried vent in Planetside at the insistence of outfits (guilds), and they all sounded odd. It is amusing to note that practically no one socialized on vent, which is ok by me cuz the sounds of their voices was a huge turn off. Through the keyboard, everyone sounds the same, and frankly seemed more talkative/fun.



    Originally posted by Chieftan
    As for people saying camping died with EQ, that game's decline is a seperate issue. I think a better overall game caused that and not one single aspect of gameplay.

    Yes, EQs decline had nothing to do with camping.


    Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
    In F2P I think it's more a case of the game's trying to play the player's. -laserit

  • RydesonRydeson Canton, OHPosts: 3,858Member Uncommon
    Originally posted by nariusseldon
    Originally posted by Rydeson

        WoW only had a few rare bonus mobs.. Having a random rare spawn inside an instance is NOT random.. They are generated the moment the instance is created..  You want to use selective examples to justify your anti-camping position, and I and others can give equal if not MORE examples of camps that go wrong due to surprises.. Games today are just easy carebear programming.. Heck they even nerfed random roaming mobs because they were too much of an inconvienence.. 

         I can't remember the last time I saw a random roaming mobs such as EQ's Talendor surprise you while camping.. like I did.. BAM BAM BAM

    You have been slain by Talendor..

    Loading.. Please Wait..

    Well that is another reason why people don't like camping. (Yep, I suppose so and some of us like it.. You like ketshup and I like mustard.. The issue is YOU don't want me having mustard isn't it?)

    At the end of the day, random spawn is just simple to do whether with camping or not. It is just a red herring. The fact that spawns are not random, as you said, is due to popular demand. ( more mustard and ketschup)

    And are you disputing that a dungeon has many more rooms than a static camp, and that you encounter more mobs? (sans the unpopular random spawn). If surprise is what people are looking for, they can be done 100x better in a dungeon (heck you can even randomize the dungeon as in D3) than camping. ( no no no.. I'm disputing that an open world camp has much more UNPREDICTABLE events then a pre-programmed instance)

     

         I have done tons of instances in various games and one thing is sure.. NONE OF THEM ever surprise me after the first run..  When I left WoW at the end of the Lich King phase, we were buzzing thru heroics in 15 minutes.. and half that time was spent pressing the forward key.. As a holy pally, farming heroics I never had to STOP and rest for mana.. I seldom ever dropped below 90%, even in boss fights..  Rift was no different, and so was TOR.. I prefer dynamic open worlds that have roaming mobs and camps..  I find no challenge in any gaming when I know the outcome ahead of time..

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Rydeson
    Originally posted by nariusseldon
    Originally posted by Rydeson

        WoW only had a few rare bonus mobs.. Having a random rare spawn inside an instance is NOT random.. They are generated the moment the instance is created..  You want to use selective examples to justify your anti-camping position, and I and others can give equal if not MORE examples of camps that go wrong due to surprises.. Games today are just easy carebear programming.. Heck they even nerfed random roaming mobs because they were too much of an inconvienence.. 

         I can't remember the last time I saw a random roaming mobs such as EQ's Talendor surprise you while camping.. like I did.. BAM BAM BAM

    You have been slain by Talendor..

    Loading.. Please Wait..

    Well that is another reason why people don't like camping. (Yep, I suppose so and some of us like it.. You like ketshup and I like mustard.. The issue is YOU don't want me having mustard isn't it?)

    At the end of the day, random spawn is just simple to do whether with camping or not. It is just a red herring. The fact that spawns are not random, as you said, is due to popular demand. ( more mustard and ketschup)

    And are you disputing that a dungeon has many more rooms than a static camp, and that you encounter more mobs? (sans the unpopular random spawn). If surprise is what people are looking for, they can be done 100x better in a dungeon (heck you can even randomize the dungeon as in D3) than camping. ( no no no.. I'm disputing that an open world camp has much more UNPREDICTABLE events then a pre-programmed instance)

     

         I have done tons of instances in various games and one thing is sure.. NONE OF THEM ever surprise me after the first run..  When I left WoW at the end of the Lich King phase, we were buzzing thru heroics in 15 minutes.. and half that time was spent pressing the forward key.. As a holy pally, farming heroics I never had to STOP and rest for mana.. I seldom ever dropped below 90%, even in boss fights..  Rift was no different, and so was TOR.. I prefer dynamic open worlds that have roaming mobs and camps..  I find no challenge in any gaming when I know the outcome ahead of time..

    I didn't say i don't want you to have mustard. I say a) i don't like camping, b) many don't like camping, c) not likely a free market will provide camping. For all i am concerned, if you can get it somewhere, more power to you.

    "open world camp has much more unpredictable events" ... that is just a design choice that instances are not that unpredictable. Unpredictability is easy to do. It has nothing to do with camping nor instances dungeons.

    BTW, don't tell me you don't know that many EQ camps has ZERO unpredictability ... again by design. Have you camped black burrow for xp? The lizard temple (forget its name)? There is little unpredictability. Same mob appeared at the SAME spot (they didn't even randomize this). Or L Guk boss camp?

    The bottomline is that dungeons give you variety of terrain. Static camp has zero. All other stuff (random spawn or what not) can be put in either. Plus, i have not seen good scripting in camping. Another negative for camping.

     

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Rydeson
     

         I have done tons of instances in various games and one thing is sure.. NONE OF THEM ever surprise me after the first run..  When I left WoW at the end of the Lich King phase, we were buzzing thru heroics in 15 minutes.. and half that time was spent pressing the forward key.. As a holy pally, farming heroics I never had to STOP and rest for mana.. I seldom ever dropped below 90%, even in boss fights..  Rift was no different, and so was TOR.. I prefer dynamic open worlds that have roaming mobs and camps..  I find no challenge in any gaming when I know the outcome ahead of time..

    The same i can say about EQ boss and many xp camps. In fact, it is even worse because killing a mob that spawn at the same place lacks even variation.

    And yes, there is even less challenge in an EQ camp than a WOW dungeon. Why? You don't even have to learn to kill the boss. The other group will gladly help you speed up the kill so they don't have to wait as long.

    Camping is worse in both variation, and challenge. Thus, i agree ... no challenge is no fun.

     

     

  • KaledrenKaledren , NYPosts: 310Member Uncommon
    Originally posted by nariusseldon
    Originally posted by Rydeson
     

         I have done tons of instances in various games and one thing is sure.. NONE OF THEM ever surprise me after the first run..  When I left WoW at the end of the Lich King phase, we were buzzing thru heroics in 15 minutes.. and half that time was spent pressing the forward key.. As a holy pally, farming heroics I never had to STOP and rest for mana.. I seldom ever dropped below 90%, even in boss fights..  Rift was no different, and so was TOR.. I prefer dynamic open worlds that have roaming mobs and camps..  I find no challenge in any gaming when I know the outcome ahead of time..

    The same i can say about EQ boss and many xp camps. In fact, it is even worse because killing a mob that spawn at the same place lacks even variation.

    And yes, there is even less challenge in an EQ camp than a WOW dungeon. Why? You don't even have to learn to kill the boss. The other group will gladly help you speed up the kill so they don't have to wait as long.

    Camping is worse in both variation, and challenge. Thus, i agree ... no challenge is no fun.

     

     

    This isn't entirely true Narius. Sure...in EQ1 a mob spawned in the same spot after it was killed. But many times....say you killed a dark blue con Orc....next spawn could be a yellow or even red con. So yes...same mob spawned, but it could of been of a different difficulty lvl. That is variation to a degree.

     

    Also disagree with lack of challenge comment. As you had to KNOW the mob pathing, aggro ranges, and respawn timers (To a degree) as to not get them overwhelming you with pops at the same time or even adds....which in EQ1 were often death or run options.

     

    Not to mention watching the chat for "TRAIN TO ZONE!" or "TRAAAAAIN!!!", or simply seeing one coming and avoiding them. Which personally...made it fun and challenging too.

  • ArclanArclan Chicago, ILPosts: 1,494Member Uncommon


    Originally posted by nariusseldon
    The same i can say about EQ boss and many xp camps...
    ...there is even less challenge in an EQ camp than a WOW dungeon.


    Comparing EQ Camps to WoW dungeons are like comparing apples to oranges. You can, however, compare WoW dungeons to LDON missions. LDON missions were fun, but there were many many camps more challenging than LDON missions. Many camps involved a lot of risk to get to. Getting to an LDON required going to a fairly safe location and clicking. Wow Dungeons require even less effort/risk than that.


    Nari you claim to have played EQ but constantly spout incorrect information.

    Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
    In F2P I think it's more a case of the game's trying to play the player's. -laserit

  • XsonicXsonic Houston, TXPosts: 93Member
    We got gatecamps in EVE. we gank players intead of bosses. 
  • TheLizardbonesTheLizardbones Arkham, VAPosts: 10,910Member


    Originally posted by Chieftan
    I'm trying to figure out how players today "don't have time" to camp. Seriously?? Maybe they need to be retrained to slow the F down instead of blazing through everything. As for people saying camping died with EQ, that game's decline is a seperate issue. I think a better overall game caused that and not one single aspect of gameplay.

    I don't think it's that they don't have actually time, it's that they'd rather be doing something else. Like instead of sitting there they'd rather be in combat.

    I can not remember winning or losing a single debate on the internet.

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Arclan

     


    Originally posted by nariusseldon

     

    The same i can say about EQ boss and many xp camps...
    ...there is even less challenge in an EQ camp than a WOW dungeon.


     


    Comparing EQ Camps to WoW dungeons are like comparing apples to oranges. You can, however, compare WoW dungeons to LDON missions. LDON missions were fun, but there were many many camps more challenging than LDON missions. Many camps involved a lot of risk to get to. Getting to an LDON required going to a fairly safe location and clicking. Wow Dungeons require even less effort/risk than that.


     

    Not when the whole dungeon (like L Guk which i have wasted my time in) is full and every spot is camped.

    The only "effort" needed is patience. If you don't kill the boss in 20 seconds, someone else will help you so they don't have to wait.

    It was awful. I am surprised i actually played that game then.

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by Kaledren

    Also disagree with lack of challenge comment. As you had to KNOW the mob pathing, aggro ranges, and respawn timers (To a degree) as to not get them overwhelming you with pops at the same time or even adds....which in EQ1 were often death or run options.

    Not unlike you need to know Boss fights at WOW raids.

    Plus, after the mobs are killed .... it is usually piece of cake waiting for the same spawn.

    I use to camp that lizard temple place for xp ... dying is almost impossible. The spawn pattern is so simple that you remember it after 2-3 spawn (and people have to kill many many to advance).

    There are places (though not this one) you have to watch for trains .. that is a whole another issue. Trains are bad game design and no game will allow that again.

     

  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by lizardbones

     


    Originally posted by Chieftan
    I'm trying to figure out how players today "don't have time" to camp. Seriously?? Maybe they need to be retrained to slow the F down instead of blazing through everything. As for people saying camping died with EQ, that game's decline is a seperate issue. I think a better overall game caused that and not one single aspect of gameplay.


    I don't think it's that they don't have actually time, it's that they'd rather be doing something else. Like instead of sitting there they'd rather be in combat.

     

    Exactly. Why would I "refrain from slow the F down" when that is more fun than waiting 10 min for another spawn?

    If i want to test my patience, i will watch paint dry, and not play a video game.

     

  • KaledrenKaledren , NYPosts: 310Member Uncommon
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Also disagree with lack of challenge comment. As you had to KNOW the mob pathing, aggro ranges, and respawn timers (To a degree) as to not get them overwhelming you with pops at the same time or even adds....which in EQ1 were often death or run options.

    Not unlike you need to know Boss fights at WOW raids.

    Plus, after the mobs are killed .... it is usually piece of cake waiting for the same spawn.

    I use to camp that lizard temple place for xp ... dying is almost impossible. The spawn pattern is so simple that you remember it after 2-3 spawn (and people have to kill many many to advance).

    There are places (though not this one) you have to watch for trains .. that is a whole another issue. Trains are bad game design and no game will allow that again.

     

    Yeah... because after your Guild learns the pattern of the raid in WoW...it isn't a piece of cake either. /facepalm

  • VengeSunsoarVengeSunsoar Posts: 5,303Member Uncommon
    Originally posted by Kaledren
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Also disagree with lack of challenge comment. As you had to KNOW the mob pathing, aggro ranges, and respawn timers (To a degree) as to not get them overwhelming you with pops at the same time or even adds....which in EQ1 were often death or run options.

    Not unlike you need to know Boss fights at WOW raids.

    Plus, after the mobs are killed .... it is usually piece of cake waiting for the same spawn.

    I use to camp that lizard temple place for xp ... dying is almost impossible. The spawn pattern is so simple that you remember it after 2-3 spawn (and people have to kill many many to advance).

    There are places (though not this one) you have to watch for trains .. that is a whole another issue. Trains are bad game design and no game will allow that again.

     

    Yeah... because after your Guild learns the pattern of the raid in WoW...it isn't a piece of cake either. /facepalm

     Well, not that I know first hand because I haven't done it, I'm told only a small percentage of people have actually beat.. what is it Sunwell?  of the ones that have tried, which is a miniscule percentage of the total population.

    So likely after 2-3 times they could know it, but how many have done it 2-3 times :)

    Quit worrying about other players in a game and just play.

  • RydesonRydeson Canton, OHPosts: 3,858Member Uncommon
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Also disagree with lack of challenge comment. As you had to KNOW the mob pathing, aggro ranges, and respawn timers (To a degree) as to not get them overwhelming you with pops at the same time or even adds....which in EQ1 were often death or run options.

    Not unlike you need to know Boss fights at WOW raids.

    Plus, after the mobs are killed .... it is usually piece of cake waiting for the same spawn.

    I use to camp that lizard temple place for xp ... dying is almost impossible. The spawn pattern is so simple that you remember it after 2-3 spawn (and people have to kill many many to advance).

    There are places (though not this one) you have to watch for trains .. that is a whole another issue. Trains are bad game design and no game will allow that again.

     

    You know what is funny?  You claiming that camps are easy, but complain about all the trains?   Trains weren't because of bad game design.. Trains came from bad pulls, pops and adds from camping..... If camps were so boring and easy there would never be a train....... Think about it.. lmaoooooooooooooo

  • VengeSunsoarVengeSunsoar Posts: 5,303Member Uncommon
    Well you can still have bad pulls that require you to run without a train that affects others. Trains were badgame design. Games have kept the possibility of bad pulls and lost the trains by implementing mob tagging.

    Quit worrying about other players in a game and just play.

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