Valzarius. I think that most of the players in EQ agree with you when it comes to camps. Even though they aren't officially recognized, most folks will follow those simple rules. I always give way to someone who needs a camp more then I do. If they're there for a quest item and I'm just there for exp, I can get exp anywhere, but they can only get the item they need there. The solution seems simple.
I think maybe part of the reason us older players (older as in time playing EQ, not necessarily age) don't see these issues as much is that we've learned where to go to avoid them. There are certain "common" paths that everyone seems to follow. When you get a bit more experience with the game, you know which areas are likely to be overrun with higher level campers.
One aspect to realize about EQ, is that there are a lot of things that you need to do that require you to kill/hunt/camp lower level mobs. Ok, not "require", but they're alot easier. I can get money a hell of a lot faster "camping" a bunch of green or lt blue mobs then I'll ever get killing blues (grouped or not). While "farming" has gotten a bad rep over time, virtually every single "how do I make plat" thread will be answered (by veteran players) with "gain levels, then farm". Many quests will require killing lots of lower level mobs in order to get the higher level named guy to spawn. As you learn more about the game, you learn where these spots are, and you learn where to hunt with your lower level alts so that you avoid it as much as possible.
As to getting camps taken? Well, that's just odds, and it doesn't really mean that lots of people are rude or selfish. In fact, it's a small number. Again though, putting yourself in a high traffic area increases the odds that during any given time period, a selfish person will come along. How many people came by, and passed right on without taking your camp before someone did? Odds are, even if you didn't see them, there were dozens. I really can't stress enough how learning the game will make those problems go away. There will always be a certain percentage of Aholes in any game. No amount of petitioning or complaining will ever remove them entirely. You just have to learn how to reduce your likelyhood of running into them. Hunting at Derv2 or Derv3 in Nro is a bad idea. You're right on the road everyone takes to/from the LDoN missions in that area. Same with EF. Same with BB. Take that same character into EC or WC, and you'll likely see no one, and no one will bother you. Find a corner of Shadeweaver's that isn't the one with the shades that drop the swirling shadows, and you wont see anyone higher then level 12. You just have to learn the right places to hunt at the right levels to avoid people, and you'll get bothered less.
As to the whole "necro killed my guard" thing. That's also something you have to learn to deal with as you play the game. The thing is that you can look at this issue one of two ways:
Gamer: If you're looking at effectiveness, then there really shouldn't be a deal here. Dying at level 10 costs you nothing. You respawn with all your gear at your bind point. In a very min/max sort of way, guards are more of a pain in the butt then a help. Guards don't protect you at all. They just attack anything they are KoS to that comes within range. That includes that mob you beat down to near zero health that always seems to decide to deathwalk directly towards the guard who is more then willing to kill it and deprive you of any exp.
There is no real "need" for guards in a newbie zone. They just kill stuff that you could have killed for exp/loot if they hadn't been there. Sure, you can feel a bit safer resting by the guards, so that's something. But honestly, I'm betting that if you just died and ran back to the spot, you'd be able to continue fighting faster then if you sat and rested by the guards. The necro really wasn't costing you anything...
roleplayer: Even if you don't think of yourself as a roleplayer, there's always that tendency to think of them as "my guards". Heck. You think they are there to protect you already. You're halfway there. Once you realize that from a gaming perspective, guards will usually hurt you more then help, then all that's left is a roleplaying attachment to not killing the "good guys".
There's nothing wrong with that. However, there's also nothing wrong with the necro killing the goody-goody dwarf guards. That's certainly roleplaying, right?
In any case, as someone else already pointed out, you will very soon not be able to use guards to protect you anyway. How often really does this happen? Think of a necro killing your guards as good practice. Instead of sitting where the guards are to be "safe", why not watch the mobs? Pay attention to the routes they take through the zone. There are always spots in every zone (usually along zone walls), where mobs wont ever path. Use those for resting instead of relying on NPCs to protect you. That's a skill that will serve you very well. People train mobs to NPCs. They train them to zonelines. They generally do not train them to some random out of the way spot halfway up a hillside along a zonewall.
That's just another area where game experience teaches you to protect yourself from the actions of other players. Once you learn how to avoid having the actions of others hurt you, you'll find that most of that stuff just doesn't bother you. Again, there is no way you can change the habits and behavior of everyone else in the game. It just wont happen. Folks will do stuff that will hurt you, either intentionally or unintentionally. There are just too many reasons why someone might want to do something that you don't understand or don't like. Some are just selfish, some are not. Don't try to figure everyone else out and change them. Just observe the game, observe what happens where, and avoid areas where things happen that you don't like.
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King Nobby wrote:
More words please