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The Pub at MMORPG.COM  » Who wants camping back?

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448 posts found
  KBishop

Novice Member

Joined: 7/08/13
Posts: 205

7/16/13 7:55:15 AM#81
Originally posted by Jean-Luc_Picard
Originally posted by Lord.Bachus

Camping is evil, yes, i want rare spawns to return, but not the static spawnpoints, they should spawn at more random points in a zone, and at more random moments.

Not only spawn at random points, but also wander, and not remain static. And add a "tracking" skill to the game. Add the feeling of the hunt. Make it more than just a 20 hour wait followed by "whack a rare mole".

I could get behind this if either the spawn time was less than like 4 hours or the drop wasn't super amazing.

It entirely reminds me of the Time Lost Proto Drake from WoW. That thing not only had like what, a 20 hour repop, but it also had some hideous window to spawn, AND it wandered around. The time it took just to even farm it was enough to deter 90% of the playerbase from even so much as attempting it once, much less multiple times. I think Devs would rather make something that people would fight multiple times.

  Jean-Luc_Picard

Elite Member

Joined: 1/10/13
Posts: 2929

There... are... four... lights!

7/16/13 8:03:19 AM#82
Originally posted by KBishop
Originally posted by Jean-Luc_Picard
Originally posted by Lord.Bachus

Camping is evil, yes, i want rare spawns to return, but not the static spawnpoints, they should spawn at more random points in a zone, and at more random moments.

Not only spawn at random points, but also wander, and not remain static. And add a "tracking" skill to the game. Add the feeling of the hunt. Make it more than just a 20 hour wait followed by "whack a rare mole".

I could get behind this if either the spawn time was less than like 4 hours or the drop wasn't super amazing.

It entirely reminds me of the Time Lost Proto Drake from WoW. That thing not only had like what, a 20 hour repop, but it also had some hideous window to spawn, AND it wandered around. The time it took just to even farm it was enough to deter 90% of the playerbase from even so much as attempting it once, much less multiple times. I think Devs would rather make something that people would fight multiple times.

That is horrible design, and the wandering was a fixed path too.

Playing now: WoW, Landmark, GW2

Got a refund: Archeage. First refund since I started MMOs.

Top 3 MMORPGs played: UO, AC1 and WoW

Honorable mentions: AO, LotRO and GW2.

"The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.

  Doogiehowser

Apprentice Member

Joined: 3/14/12
Posts: 1954

7/16/13 8:09:18 AM#83

I value my time too much these days to indulge in this camping nonsense. When i was in college i spent hour upon hours camping for my pistols in Anarchy Online (Adventures know what i am talking about). Time used to be plenty earlier but now it is a luxury.

"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.'
-Jesse Schell

"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid."
-Luke McKinney

  KBishop

Novice Member

Joined: 7/08/13
Posts: 205

7/16/13 8:09:21 AM#84
Originally posted by Jean-Luc_Picard
Originally posted by KBishop
Originally posted by Jean-Luc_Picard
Originally posted by Lord.Bachus

Camping is evil, yes, i want rare spawns to return, but not the static spawnpoints, they should spawn at more random points in a zone, and at more random moments.

Not only spawn at random points, but also wander, and not remain static. And add a "tracking" skill to the game. Add the feeling of the hunt. Make it more than just a 20 hour wait followed by "whack a rare mole".

I could get behind this if either the spawn time was less than like 4 hours or the drop wasn't super amazing.

It entirely reminds me of the Time Lost Proto Drake from WoW. That thing not only had like what, a 20 hour repop, but it also had some hideous window to spawn, AND it wandered around. The time it took just to even farm it was enough to deter 90% of the playerbase from even so much as attempting it once, much less multiple times. I think Devs would rather make something that people would fight multiple times.

That is horrible design, and the wandering was a fixed path too.

completely agreed. I really never got behind the spawns that had a 20 hour repop and then a 1-20 hour window spawn time. At least in FFXI, it was somewhat justifiable because the drops were pretty amazing, but then you had a ridiculous cluster of people spending multiple hours going after 1 mob.

What, in your opinion, would be a good design for a rare spawn?

  Jean-Luc_Picard

Elite Member

Joined: 1/10/13
Posts: 2929

There... are... four... lights!

7/16/13 8:34:16 AM#85
Originally posted by KBishop

What, in your opinion, would be a good design for a rare spawn?

- Not always spawning at the same place, but rather a rare occurrence of a type of mob that can spawn anywhere in the world where such mobs are present.

- The mob wanders randomly, and not following a specific path, and also not restricted to a specific area.

- A "tracking" skill which would warn you when such a mob is near, and then allow you to track it and find it, a bit like archeology works in WoW.

- Unique abilities that makes it challenging and fun to fight.

Basically, a challenging and rare mob you find while you're playing outdoors, rather than a mob you camp waiting for it to magically appear at a predefined place. A mob you hunt instead of camping it.

Playing now: WoW, Landmark, GW2

Got a refund: Archeage. First refund since I started MMOs.

Top 3 MMORPGs played: UO, AC1 and WoW

Honorable mentions: AO, LotRO and GW2.

"The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.

  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3642

7/16/13 8:40:53 AM#86

     This is almost funny listening to the PRO instance debate.. So ya'll think camping is boring, but you believe that farming an instance is better..  You log on.. queue up for a dungeon.. Immediately teleported to dungeon without even leaving the central city..  The group proceeds farming the dungeon picking off NON moving targets in order..   By the time I left WoW for example I had EVERY single dungeon memorized and could do it in my sleep..  Kill 3 on top of ramp, then move around corner and kill 2 more..  bypass that group but kill the next group of 2.. etc etc..  Each dungeon was a dance that everyone knew.. Even playing with complete strangers that I never met before could do the dungeon without saying ONE WORD to each other..  We all knew the routine.... Now that is BORING as shit..  I played a healing Pally and most of my time I was able to go thru dungeons in quick order NEVER losing more then 10% mana, Mage Bigquits, what's that?  LOL

     In your own private boring dungeons what are the chances of having a rare POP in the zone that rallies the player base to come together?  OH can we say NONE.. When you do instances you remove yourself from any open world activities.. Now if you had properly designed zones with camp locations, you can bring in surprises such as wondering mobs, ADDS and boss events..  From where I sit, open world zones is the better choice, NOT SOME simple carebear instance that can be beat while sleeping..

  DMKano

Elite Member

Joined: 6/17/11
Posts: 6818

7/16/13 8:46:40 AM#87

I still play EQ1 today and camp when I mutibox, its an old and viable method that fits well in EQ1.

I hop EQN has a completely new type of play, there is no way in hell that a new title can survive centered around camping named mechanics and waiting lists, players today don't have the time nor patience for it - just my opinion.

I am pretty sure that SoE is planning to turn a profit with EQN, so they will cater to masses not niche.

I mean the reboot has delayed EQN launch by more than a year, that is millions of dollars of additional cost. Reboots are only done in dire cases, when scrapping the product and cutting your losses is not an option.

 

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12454

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

7/16/13 8:49:28 AM#88
Originally posted by Rydeson

     This is almost funny listening to the PRO instance debate.. So ya'll think camping is boring, but you believe that farming an instance is better..  You log on.. queue up for a dungeon.. Immediately teleported to dungeon without even leaving the central city..  The group proceeds farming the dungeon picking off NON moving targets in order..   By the time I left WoW for example I had EVERY single dungeon memorized and could do it in my sleep..  Kill 3 on top of ramp, then move around corner and kill 2 more..  bypass that group but kill the next group of 2.. etc etc..  Each dungeon was a dance that everyone knew.. Even playing with complete strangers that I never met before could do the dungeon without saying ONE WORD to each other..  We all knew the routine.... Now that is BORING as shit..  I played a healing Pally and most of my time I was able to go thru dungeons in quick order NEVER losing more then 10% mana, Mage Bigquits, what's that?  LOL

     In your own private boring dungeons what are the chances of having a rare POP in the zone that rallies the player base to come together?  OH can we say NONE.. When you do instances you remove yourself from any open world activities.. Now if you had properly designed zones with camp locations, you can bring in surprises such as wondering mobs, ADDS and boss events..  From where I sit, open world zones is the better choice, NOT SOME simple carebear instance that can be beat while sleeping..

Whoa there. There's no "PRO instance debate".  You wrote,

"OK peeps.. I have some news for you.. especially for the ones that are anti-camp posters...... LFG dungeon is the same thing as camping...... HELLO..  The only difference is that you have your own private camp that doesn't respawn vs. one that is in the open zone.."

 

And people explained how they were different.

 

You then use the arguments that previous posters had for why they like open world dungeons - irrelevant to your point -  to argue against people who were simply explaining to you how camping and instanced dungeons are different.

Take a moment to re-read your posts. You're getting more and more defensive about this and you're not really even following the discussion anymore.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  Theocritus

Apprentice Member

Joined: 7/15/08
Posts: 3632

7/16/13 8:49:55 AM#89
I played EQ until 2005 and used to enjoy camping, especially if there was a chance of a good rare appearing.....The further the game went though, the harder it got to be to get enough people to group.....In 2013, I jsut dont see this way of playing ever happening again....people just don't want to commit that much time to playing anymore.....Games like WoW have spoiled them to where they now feel enititled and that they should get phat loots after just a few minutes of play.
  DMKano

Elite Member

Joined: 6/17/11
Posts: 6818

7/16/13 9:06:01 AM#90
Originally posted by Theocritus
I played EQ until 2005 and used to enjoy camping, especially if there was a chance of a good rare appearing.....The further the game went though, the harder it got to be to get enough people to group.....In 2013, I jsut dont see this way of playing ever happening again....people just don't want to commit that much time to playing anymore.....Games like WoW have spoiled them to where they now feel enititled and that they should get phat loots after just a few minutes of play.

There is more to it than just entitlement, I used to be single and spend a LOT of time raiding in EQ1.

I grew up, I have a family, kids of my own, I still love gaming but it is not the top priority in my life. Many EQ1 vets are in the same boat, family, friends and time is just very precious to me.

I think many players are a lot smarter about healthy and unhealthy amount of time playing games. Even the devs are more aware of not putting too many systems that encourage "spending every waking hour online playing their game"

Bottom line is that time inefficient game systems are not healthy, I am glad to see them going the way of the dinosaurs.

 

  Coman

Hard Core Member

Joined: 8/29/04
Posts: 1969

7/16/13 9:06:56 AM#91
Originally posted by Wizardry

A realistic quest in term of role play would be your King would send you on a quest to conquer some foreign land or in terms of Fantasy a quest to slay some giant dragon that has been menacing the local towns.You would not be embarking on a quest to bring some npc his beer mug or go kill 10 bears or rats.A famous Warrior would scoff at such nonsense,he would probably say "go kill the darn rats yourself".

Indeed he would say "Go kill the darn rats yourself. I am going to kill some other creature until he drops the pant I always wanted!"

  Jean-Luc_Picard

Elite Member

Joined: 1/10/13
Posts: 2929

There... are... four... lights!

7/16/13 9:12:45 AM#92
Originally posted by DMKano
Originally posted by Theocritus
I played EQ until 2005 and used to enjoy camping, especially if there was a chance of a good rare appearing.....The further the game went though, the harder it got to be to get enough people to group.....In 2013, I jsut dont see this way of playing ever happening again....people just don't want to commit that much time to playing anymore.....Games like WoW have spoiled them to where they now feel enititled and that they should get phat loots after just a few minutes of play.

There is more to it than just entitlement, I used to be single and spend a LOT of time raiding in EQ1.

I grew up, I have a family, kids of my own, I still love gaming but it is not the top priority in my life. Many EQ1 vets are in the same boat, family, friends and time is just very precious to me.

I think many players are a lot smarter about healthy and unhealthy amount of time playing games. Even the devs are more aware of not putting too many systems that encourage "spending every waking hour online playing their game"

Bottom line is that time inefficient game systems are not healthy, I am glad to see them going the way of the dinosaurs.

Hehe yeah, it's called "getting a life", something which happens to most of us older people.

Some here should definitely give it a try - it may change their perspective on what is important and was is not...

Playing now: WoW, Landmark, GW2

Got a refund: Archeage. First refund since I started MMOs.

Top 3 MMORPGs played: UO, AC1 and WoW

Honorable mentions: AO, LotRO and GW2.

"The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.

  sirphobos

Hard Core Member

Joined: 6/10/11
Posts: 623

7/16/13 9:23:27 AM#93
Given the choice of camping or quest hub grinding, I'd take camping any day.
  Jean-Luc_Picard

Elite Member

Joined: 1/10/13
Posts: 2929

There... are... four... lights!

7/16/13 9:31:47 AM#94
Originally posted by sirphobos
Given the choice of camping or quest hub grinding, I'd take camping any day.

I'd take a dynamic world with events that happen everywhere without having to talk to a NPC with a "!" over his head.

Playing now: WoW, Landmark, GW2

Got a refund: Archeage. First refund since I started MMOs.

Top 3 MMORPGs played: UO, AC1 and WoW

Honorable mentions: AO, LotRO and GW2.

"The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.

  Thane

Elite Member

Joined: 8/14/03
Posts: 2020

I'm a leaf on the wind. Watch how I soar.

7/16/13 9:35:24 AM#95

random mob groups roaming the areas. 

 

maybe they start of alone, and if they meet another familiar mob they start to roam together, when they are enough, they promote one of their kind to their boss......

 

and where they get alot of kills in a certain area, or reach a certain ammount they start to build a camp.

in this camp they would respawn on a certain rate then, untill destroyed or maybe no kills happened for some time.

 

 

that's the camping i miss :P

"I'll never grow up, never grow up, never grow up! Not me!"

  Muke

Hard Core Member

Joined: 1/04/07
Posts: 1659

7/16/13 9:37:38 AM#96
Originally posted by Vigg
Some of my fondest memories from EQ are of sitting at a rare mob camp spot with a good group, chatting while waiting for that shot at awesome loot.  I'm all for bringing it back.

or running a macro, go to bed and come back the next day and see what Santa has dropped!

"going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  Xssiv

Hard Core Member

Joined: 2/18/10
Posts: 355

7/16/13 9:58:46 AM#97
Originally posted by Vigg
Some of my fondest memories from EQ are of sitting at a rare mob camp spot with a good group, chatting while waiting for that shot at awesome loot.  I'm all for bringing it back.

Back in the day,  we used to setup camps in SWG and just hang out and chat for hours.   Not too long ago, a few buddies and I were talking about how much fun it was and asked ourselves why we don't do that anymore.

 

The answer is simple, being online with other players was a new experience back then so even mundane activities were more fun for the simple fact that we could actually see and chat with other people. 

 

Unfortunately, that novelty is long gone so I would venture to guess that spawn camping will never provide the same social experience that it once did.  

 

 

 

 

  asdar

Novice Member

Joined: 11/07/05
Posts: 663

7/16/13 10:13:39 AM#98

I think I played a different EQ than most people. I almost never camped, VL was a cuss word in my book. (I liked the slick ice though)

I was a dungeon crawler all the way through. I'd check out places like VL or Guk and see where all the camps were, but I never sat around all day trying to level at a camp.

That said I'm all for camps for other people. I like games that have something for everyone.

Asdar

  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3642

7/16/13 10:21:25 AM#99
Originally posted by asdar

I think I played a different EQ than most people. I almost never camped, VL was a cuss word in my book. (I liked the slick ice though)

I was a dungeon crawler all the way through. I'd check out places like VL or Guk and see where all the camps were, but I never sat around all day trying to level at a camp.

That said I'm all for camps for other people. I like games that have something for everyone.

Same here..  except I would like to delete all forms of instancing.. LOL  I would like to see a game world in which both solo and groups can co-exist..  I sure do miss those old time dungeon crawls like upper and lower guk..

  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3642

7/16/13 10:35:24 AM#100
Originally posted by Loktofeit
Originally posted by Rydeson

     This is almost funny listening to the PRO instance debate.. So ya'll think camping is boring, but you believe that farming an instance is better..  You log on.. queue up for a dungeon.. Immediately teleported to dungeon without even leaving the central city..  The group proceeds farming the dungeon picking off NON moving targets in order..   By the time I left WoW for example I had EVERY single dungeon memorized and could do it in my sleep..  Kill 3 on top of ramp, then move around corner and kill 2 more..  bypass that group but kill the next group of 2.. etc etc..  Each dungeon was a dance that everyone knew.. Even playing with complete strangers that I never met before could do the dungeon without saying ONE WORD to each other..  We all knew the routine.... Now that is BORING as shit..  I played a healing Pally and most of my time I was able to go thru dungeons in quick order NEVER losing more then 10% mana, Mage Bigquits, what's that?  LOL

     In your own private boring dungeons what are the chances of having a rare POP in the zone that rallies the player base to come together?  OH can we say NONE.. When you do instances you remove yourself from any open world activities.. Now if you had properly designed zones with camp locations, you can bring in surprises such as wondering mobs, ADDS and boss events..  From where I sit, open world zones is the better choice, NOT SOME simple carebear instance that can be beat while sleeping..

Whoa there. There's no "PRO instance debate".  You wrote,

"OK peeps.. I have some news for you.. especially for the ones that are anti-camp posters...... LFG dungeon is the same thing as camping...... HELLO..  The only difference is that you have your own private camp that doesn't respawn vs. one that is in the open zone.."

 

And people explained how they were different.

 

You then use the arguments that previous posters had for why they like open world dungeons - irrelevant to your point -  to argue against people who were simply explaining to you how camping and instanced dungeons are different.

Take a moment to re-read your posts. You're getting more and more defensive about this and you're not really even following the discussion anymore.

I think you are the one that might need to reread what is typed in multiple post.. not I..  :)  Have a nice day

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