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Locked encounters and camps.Follow

#1 Jan 06 2005 at 11:26 AM Rating: Decent
When I started EQ2 I liked the idea of locked encounters but now after a while that has changed.. Not cause you cant heal outside groups or something like that but for the fact that just because there are locked encounters (hardly) noone think you can killsteal. Why do they think they cant killsteal? Well, cause because there are no need for camps now.

IMO there are camps its just that noone respects them. I might not be 'KS' the way I could be in EQ1 but it happens so frequently when my group 'camps' a namespawn or a group of mobs that someone else grabs them first. This is very annoying. I think that without the locked encounters there would once again be recognized camps that more people would respect. Sure it sucked to be KS'ed in EQ1 but it was so rare that it happened I didnt loose hours of gameplay cause of it.

So what Im saying that imo I get KS'ed 10-20 times as often in EQ2 then in EQ1 just because of the locked encounters.
I never flame anyone who KSed me in EQ2 cause in peoples oppinions you cant do it. I just kindly ask if we could have that camp to ourselfs but most often we cant..
I know it wont happen but what I would want is not for the locked encounters to go away but to get people to respect camps once again.

Question:
Am I alone or do anyone agree with me?
#2 Jan 06 2005 at 11:31 AM Rating: Decent
Personally, I dont' think its near as bad as EQ1, and other games out there.

I still remembering fighting of people for days trying to get the AC in EQ, and I've heard horror stories of tons of other things like the FLowing Black Silk Sash and other places in Guk.

There are camps, just no one pays attention to them. Its the same as FF, would have like 10 groups all sitting around the spawn of a named mob. EQ2 aint nearly that bad so I don't mind. Personally I haven't had many problems with people taking my kills. If only they would lock trade skill resources once you hit them...
#3 Jan 06 2005 at 11:53 AM Rating: Decent
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I agree with you.

Although I don't think the answer is to do away with locked encounters.

What we have is a great new melting pot of players from lots of different backgrounds. Many may be entirely new to this sort of game. There has not been time for etiquette to develop.

It may be that it never will but I'm hopeful. A lot of the people seem to want to behave sensibly and socially but are still learning. I won't dredge up the locked node argument but I notice a lot more people who will give way when I am on a node than a week or two back. I think it is gradually becoming a general aspect of game etiquette to leave people with a node if they are there first. Some people - just like in EQ and other games - will of course never conform.

Game design is not helping us here. Many quests call for killing single named mobs or mobs within a tiny area. Often multiple quests call for killing the same mob or mobs. To make matters worse these are often well below the level of the people doing the quest.

Having another group move in and take your mobs is bad enough, having someone 7 or 8 levels higher come in and slaughter them is worse.

A friend and I were after Defiled Knights the other day. We were new to the zone and could only find a few near the door. These were being slaughtered by a level 32 so fast we could not even think of pulling one. We went away and did something else.
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#4 Jan 06 2005 at 11:58 AM Rating: Decent
I remember a while back when I was camping a scarecrow field... and as anyone around Antonica knows, people are horrible there about coming and taking kills, ruining an exp spot by diluting it so much.

Well when I'm sitting at my spot merrily going along killing and two groups come in and wipe everything out and sit there, ruining my exp... I had a (possibly good) idea. I just shot at every scarecrow encounter until I had every scarescrow in the field (except one cause I couldn't have that many encounters) start chasing me. And then I just ran loops for a half hour with about 15 scarecrows, making the exp spoilers mad until they left.

Ya they hated it, but it was fun to make them mad and it got my exp back.
#5 Jan 06 2005 at 12:04 PM Rating: Decent
I also considered that it might be just because its so many new players and there is little etiquette yet and it might become better.
If we all ask kindly and explain about etiquette it will become better over time.
People will learn that others wont group with them if they behave bad and being rude, one might just get you 50 less people to group with (a whole guild) if they are very rude. It could easily be a fellow guildy's alt they are ******** over etc.

Well, well.. Mby even this thread can educated one or two people if they read it and make them realize that what they are doing might upset people.

This game (to me) is about having fun, making friends, share information and to help others. (And ofcourse to be the most uber wizard on the server *grin*)
#6 Jan 06 2005 at 2:17 PM Rating: Good
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Quote:
. And then I just ran loops for a half hour with about 15 scarecrows


You wasted half an hour of your playtime running in circles?



Camping as we used to know it has changed. It is more the way developers invisioned it I think. A group of mobs does not belong to a player. The only mob that belongs to a player is the one you are killing. It is unfortunate when you get high level players monopolizing a spawn area but I think the developers were trying to aleviate that with TLC. I would expect further tweaks as the game grows.
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#7 Jan 06 2005 at 5:21 PM Rating: Good
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I have to agree with xythex on this one. Having played EQ1 from it's release back in '99, my perspective on the subject is a little different. KSing was *rampant* in EQ1, at all levels. And given the fact that many mobs were on ungodly long spawn timers, the problem was a HELL of a lot worse.

I *never* liked the idea, for all those years, of "camps". As a long-time D&D player from years ago, the concept just boggled my mind. Sure, this is a computer-based RPG, but can you imagine how boring pencil-and-paper RPGs would be if all the DM had to offer for a given session was a single spawn that would re-pop every 25 minutes, and your group just sat there and killed the same thing over and over?

To me, the new system is a vast improvement over the old system in EQ1. The spawn rates in EQ2 are *far* more reasonable than they ever were in EQ1. I NEVER feel like I'm just sitting there waiting for something to do. And I actively avoid groups, now, that want to just sit in one location and do the same thing over and over. In EQ2 there's just no *reason* to do so. Players do that because they just simply don't know any better.

As far as I'm concerned, he who locks the encounter first has the mob fair and square. If I want the mob, then I have to be sure and lock it first.

That being said, I also agree that it's unfortunate that the current quest design makes it not only possible, but practically necessary, that a person is forced to mass slaughter grey-con mobs to simply complete a quest. I believe there are ways to fix this problem. The solutions might **** people off, but you're never going to please everyone. One suggestion is that as a player levels, the *moment* a quest goes grey to a person, that quest should be removed from their journal, unless it is an absolutely necessary Hallmark quest (which I'm not sure if it's even possible that they ever go grey). Taking this approach to quests will have a side-effect of also making people feel like they are not on a levelling treadmill (and, as an aside, they have gone a LONG way towards doing this in EQ2. I'm simply not in a hurry to level anymore, like I always was in EQ1.)

But, back to the original point: I believe that once a person has locked an encounter, that person has the mob fair and square. I believe the encounter-locking system has *finally* given us all the freedom to say that, to the great dismay of content-hogs who think they have a right to monopolize any content they happen to need at a given point in time. Nobody's quest is any more important than someone else's. Period. You need the quest mob? Then lock the quest mob. You are 100% protected from KSing as soon as you lock the encounter. Your quest mob is "taken" by someone else while you're in another encounter, and you couldn't disengage in time to take the mob you *really* need? I don't mean to sound harsh here, but that sounds like a personal problem to me. If you were as single-minded and clearly focused as you *claim* to be when you're ******** the so-called "KSer" out, then you would have had the quest mob when he popped.

To people who wish to enjoy the content of the game as it was intended to be enjoyed, rejoice! To those who believe they can sit in the middle of an area and plop a friggin property deed down staking claim to the area...sorry. Your ship sailed with EQ1.
#8 Jan 06 2005 at 5:41 PM Rating: Decent
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The solutions might **** people off, but you're never going to please everyone. One suggestion is that as a player levels, the *moment* a quest goes grey to a person, that quest should be removed from their journal, unless it is an absolutely necessary Hallmark quest (which I'm not sure if it's even possible that they ever go grey).


well on the one hand that's a good thing... but I've had many quest I simply forgot about.. only to flip through my quest journal later and go.. "oh, well I can finish that real fast.. I'll run out real quick."

case in point.. at 19th level I had forgotten about two sonic shriekr quests.. on my way to my solo'ing spot I ran by the tower and thought "well heck since I'm here..."

so up I go to the tower and I take a group of four.. not a problem obviously since they're gray...

there's a group there and they're simply standing around talking.. and I see a group of 6 shrikers, I debate it for about a minute maybe a little more.. no kidding since I wasn't certain I could handle that many.. even gray that's six chances to interrupt my spells. I decide to go for it since I needed six to finish the quest..

so after I fight them I get a tell:

"share"

to which I didn't respond because there was no point in doing so. They just stood there for a LONG time, they could have taken the group of six while I was dealing with my four... they could have taken them while I was debating if I could do it or not.. they had time, lots of time.. and didn't go for it when they could all see that I was obviously shriker hunting.. and once I was done I left, cause heaven knows I wasn't getting XP for them nor drops.

honestly I think TLC has done wonders, you pretty much know if a high level is killing things they need them for a quest and will likely leave once they (rapidly) kill what they need.
#9 Jan 07 2005 at 3:24 AM Rating: Decent
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If they did that they'd be inundated with petitions from people who'd dinged without meaning to. It would either need a self-delevelling ability so you could voluntarily lose some exp or it's a non-starter.

I never saw KSing as rife in EQ. At least half of what was called KSing was what we are still seeing in EQ2, people ready to engage and jumped to the punch. I'd only have to say Lodizal, Evolved Burrower, or a few other names to an old EQ player for them to recognise the phenomenon.

I think the locking has brought into the game a serious lack of respect for other players. Instead of wondering what they are doing and if what you are going to do cuts across it we have a simple black and white locked/not locked to judge all situations by.
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#10 Jan 07 2005 at 6:16 AM Rating: Decent
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Precisely. And this works wonderfully due to the fact that most people are not mind readers.

If you want that mob, then engage it and lock the encounter. You may feel like complaining because you weren't prepared as quickly as the other person/group, but it *certainly* is not that other person/group's fault.

It was designed to be black and white because there was FAR too much "grey" in EQ1. If you lock it, it's yours. It's that simple, and it's that beautiful. Don't waste your time complaining about it, because it will do you no good. That is the way the system was designed. And the spawn rates are so high in EQ2, that I'm not going to lose any sleep over "a_random_gnoll23".

People complaining about this system have NEVER experienced what it's like to be around a *true* KSer. KSing was so rampant in EQ1, that my regular group had elaborate tactics to defeat a KSer. We HAD to spend time developing those tactics, or we'd potentially lose entire play sessions.

No matter how many of these threads I read, I just can't see the downside to the locking system. No matter how many different perspectives I hear on the matter, there has been NOTHING posted anywhere that would make me prefer the "bad old days".

Edited, Fri Jan 7 06:22:39 2005 by RussoEQ
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