Forums » General Pantheon Discussion

Scenario: Camping - what do you do?

    • 101 posts
    February 25, 2021 8:53 PM PST

    The social norms surrounding in-game edicate and politely queuing for a mob spawn are part of an in-game social agreement.  As such, breakers of those norms should face the kinds of repercussions that are also based within that social structure; getting talked to by their guild leader, having their name recognized as a toxic player, having trouble joining groups, having people boycott their items on the Auction House etc.. NOT having GM’s come in ruining immersion and adjudicating every minor disagreement that happens in game.   I have also talked about having people on your /ignore list being less likely to show up in the same zone instance as you.

    • 2650 posts
    February 25, 2021 10:01 PM PST

    Telepath said:

    I have also talked about having people on your /ignore list being less likely to show up in the same zone instance as you.

    The current plan as stated by VR is to have extremely few or no instances.

    • 341 posts
    February 26, 2021 6:46 AM PST

    Vixx said:

    Xxar said:

    When has no barring in the debate , if anything it supports the argument further since there removed.

    EQ had the luxury of being the #1 MMO for multiple years, Pantheon will not be afforded such a luxury to make major critical mistakes.

    So once again , I do not see the reason to waste resources on nothing productive in essence.

    This goes more into the evolution of MMO's at this point , why make mistakes and not learn from the genre since it does not work long term due to reasons already addressed.

    Welp , I have given my point on this topic ...

    I will play it either way be it the 5+1 cleric  box wiz/necro burn group with a 51 % damage rate or if its camp based by having the specific camp rotated inside my guild for the life of a expansion so its perma locked.

    But these are the entire types of situations im trying to avoid without the need of the company to try and mediate a solution , when a solution can be implemented from the start.

    Everquest and EQ2 still have a play nice policy in there rules of conduct you can find it on there support page. What are the EverQuest Rules of Conduct? – Help Home (daybreakgames.com)

    So your going to be toxic to others players regaudless you just said it and that is why VR needs a PNP and MUST enforce it. 

     

    Nothing I said is toxic game play in this type of set up, the system allows for monopolization of content and I will use the system as intended to maintain a cash / high value item camp.

    So yes , I hope there able to enforce it with out disputes turning into training or KS and allow me to corner a particular market or item... IMO I highly doubt it long term.

     

    As for the rules of conduct , notice it does not include camps or KS.

    This has already been explained by devs in EQ and there ruling is the 51 % system BECAUSE there unable to enforce a camp based system.

    There is no such thing as camps in EQ because it is unenforceable as already discussed.

    That is the  entire essence of this post, it is about encounter locks and FTE, EQ no longer suppports camps and it is based on 51% rule ,  so by design I can do what I stated and it is encouraged by the rules and game design.

    I also like to point out the nature of your reply, we simply have two different play styles and neither of them are wrong.

    You just assumed it was toxic by nature , where I view it as maintaining a camp until it's value is exhausted (resources in a open world system are limited) further proving why , a fte / lock system is a better choice. In the above situation you at least have a chance at the encounter in a FTE system and under the current system , you will NEVER get a chance.


    This post was edited by Xxar at February 26, 2021 7:20 AM PST
    • 127 posts
    February 26, 2021 9:45 AM PST

    Xxar said:

    Vixx said:

    Xxar said:

    When has no barring in the debate , if anything it supports the argument further since there removed.

    EQ had the luxury of being the #1 MMO for multiple years, Pantheon will not be afforded such a luxury to make major critical mistakes.

    So once again , I do not see the reason to waste resources on nothing productive in essence.

    This goes more into the evolution of MMO's at this point , why make mistakes and not learn from the genre since it does not work long term due to reasons already addressed.

    Welp , I have given my point on this topic ...

    I will play it either way be it the 5+1 cleric  box wiz/necro burn group with a 51 % damage rate or if its camp based by having the specific camp rotated inside my guild for the life of a expansion so its perma locked.

    But these are the entire types of situations im trying to avoid without the need of the company to try and mediate a solution , when a solution can be implemented from the start.

    Everquest and EQ2 still have a play nice policy in there rules of conduct you can find it on there support page. What are the EverQuest Rules of Conduct? – Help Home (daybreakgames.com)

    So your going to be toxic to others players regaudless you just said it and that is why VR needs a PNP and MUST enforce it. 

     

    Nothing I said is toxic game play in this type of set up, the system allows for monopolization of content and I will use the system as intended to maintain a cash / high value item camp.

    So yes , I hope there able to enforce it with out disputes turning into training or KS and allow me to corner a particular market or item... IMO I highly doubt it long term.

     

    As for the rules of conduct , notice it does not include camps or KS.

    This has already been explained by devs in EQ and there ruling is the 51 % system BECAUSE there unable to enforce a camp based system.

    There is no such thing as camps in EQ because it is unenforceable as already discussed.

    That is the  entire essence of this post, it is about encounter locks and FTE, EQ no longer suppports camps and it is based on 51% rule ,  so by design I can do what I stated and it is encouraged by the rules and game design.

    I also like to point out the nature of your reply, we simply have two different play styles and neither of them are wrong.

    You just assumed it was toxic by nature , where I view it as maintaining a camp until it's value is exhausted (resources in a open world system are limited) further proving why , a fte / lock system is a better choice. In the above situation you at least have a chance at the encounter in a FTE system and under the current system , you will NEVER get a chance.

     

    I can't be the only person who feels that if a player/guild is monopolizing content to an extent that players can not access a crafting resource/quest spawn etc for 24 hours/day, 7 days/week that taking things into their own hands and organising trains or whatever is a reasonable thing to consider. 

    That is not a playstyle, it is just being a douchebag. 

    However I am confident devs will take this into consideration.

    • 2752 posts
    February 26, 2021 12:20 PM PST

    Adrenicus said:

    I can't be the only person who feels that if a player/guild is monopolizing content to an extent that players can not access a crafting resource/quest spawn etc for 24 hours/day, 7 days/week that taking things into their own hands and organising trains or whatever is a reasonable thing to consider. 

    That is not a playstyle, it is just being a douchebag. 

    However I am confident devs will take this into consideration.

    It also assumes named/rare mobs have to have static spawn locations. They might spawn in X room 30% of the time that they spawn, but anywhere else in the zone before slowly patroling to X room the other 70% of the time. 

    Xxar said:

    When has no barring in the debate , if anything it supports the argument further since there removed.

    It actually does. What was the era of the game, size of the team at the time, the number of active subs, who was the owner (as the game changed hands a few times), what else was going on with the company that they might have wanted to divert funds to other games/teams/goals or otherwise cut all the corners they can to maximize profit?

     

    Clearly they could afford to do it for the years that they did, all while still making a profit and expanding the game. Not to mention they did so in the first place because not doing so was costing them money. 


    This post was edited by Iksar at February 26, 2021 12:21 PM PST
    • 37 posts
    March 1, 2021 9:38 AM PST

    Report them and let others know what they did; reputation matters.  Other than that, you have to live with it.  If you lock encounters you'll ruin the game.  Some of my favorite memories of EQ are being deep in some area and another group even deeper in loses control and runs past my group.  We help them fight or we die too.  Let me heal other engaged players as well.  We need it all; kill stealing, trains and being allowed to help someone in trouble.  You make in game friends that way.  It makes the game more 'real' and so much more fun.  Take that away and you may as well be playing a co op RPG.

    Anyone remember the old Gallagher (the comedian) routine to control bad drivers?  Something along the lines of give everyone a dart gun.  When someone driving does something stupid you shoot their car with a dart.  When the police see a car with 10 darts they get a ticket.  How about something like that?

    • 341 posts
    March 1, 2021 5:40 PM PST

    I have 45 darts then on day one and I do not like the name Mirc j/k ,  but that is why "social" police is bad.


    This post was edited by Xxar at March 1, 2021 7:35 PM PST
    • 904 posts
    March 3, 2021 8:59 AM PST
    If I can still will the loot, I will carry on. If not, I'll probably log off annoyed and have my desire to play Pantheon diminished slightly. Not a big deal if it's a rare occurrence, but if this is common, I will eventually lose interest and move on to another game.

    A game's community is harder for a developer to control but a game can absolutely be designed to minimize the feeling of resource scarcity (which is a big cause of toxic / selfish behavior).

    I have limited play time and I'm not going to spend it queued up or repeatedly trying for a 0.01% chance at some uber drop.