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Who wants camping back?

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  • nariusseldonnariusseldon Member EpicPosts: 27,775
    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 Member EpicPosts: 27,775
    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 Member EpicPosts: 27,775
    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 Member UncommonPosts: 312
    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 Member EpicPosts: 6,601
    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 :)

    Just because you don't like it doesn't mean it is bad.
  • RydesonRydeson Member UncommonPosts: 3,852
    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 Member EpicPosts: 6,601
    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.
    Just because you don't like it doesn't mean it is bad.
  • RydesonRydeson Member UncommonPosts: 3,852
    Originally posted by VengeSunsoar
    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.

    Trains are bad game design?  This has to be good.. Please do explain to us why trains were bad game design..  Trains only happen because mobs don't reset when you run away and social agro..  But I'm sure you have a better explanation.. I'm all ears.. lol

  • ChieftanChieftan Member UncommonPosts: 1,188
    Originally posted by nariusseldon
    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.

    LOL ask any developer who's released a major MMO in the past few years how "fixed" the genre is.

     

    My youtube MMO gaming channel



  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910


    Originally posted by VengeSunsoar
    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 :)




    Even after the next set of raids came out, not many people beat Sunwell. It was just hard.

    There was plenty of challenge available in WoW's raids. There was also plenty of repetition and learning to dance too. The big thing was the gear. Once the gear met or exceeded what the raid demanded, it quickly became trivial. Of course, that's what drove everyone to the next raid, and why I stopped raiding.

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

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  • Shadowguy64Shadowguy64 Member Posts: 848
    Originally posted by lizardbones

     


    Originally posted by VengeSunsoar

    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 :)



    Even after the next set of raids came out, not many people beat Sunwell. It was just hard.

    There was plenty of challenge available in WoW's raids. There was also plenty of repetition and learning to dance too. The big thing was the gear. Once the gear met or exceeded what the raid demanded, it quickly became trivial. Of course, that's what drove everyone to the next raid, and why I stopped raiding.

     

    Hey Lizard, I hear that complaint all the time. "The next raid/expansion made the gear from the previous raid/expansion  meaningless". I have to ask, do people want to just get one set of gear and never get upgrades again?

     

    So, maybe it took 10-15 runs through the raid...spend umpteen thousand gold on enchants, gems and now you have BiS gear. There's no point in doing the current raid. You would think that people would be happy that the new raid was available so they can continue on with their character's gear progression.

     

    I just don't get the complaint...

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Rydeson
    Originally posted by VengeSunsoar
    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.

    Trains are bad game design?  This has to be good.. Please do explain to us why trains were bad game design..  Trains only happen because mobs don't reset when you run away and social agro..  But I'm sure you have a better explanation.. I'm all ears.. lol

    It was obvious before you were bringing a skewed view to the discussion, but this smug post was the icing on the cake. There is no aspect of EQ that is a better example of bad design than train to zone.

    Let's forget that the only way to lose the train of mobs was to exploit the limitations of the zone boundary. Let's just start with, your nostalgia aside, it was commonly used to run players out of "your" zone for control or simply to harass them.

    Seriously, Rydeson, if you weren't wearing the rose-colored glasses, and someone described the mechanics of such a "feature" to you in any MMO other than your beloved EQ, you would rip it to shreds as terrible design and an example of poor or "lazy" development.

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • Greymantle4Greymantle4 Member UncommonPosts: 809
    Call me crazy but I miss those train to zones. We had some epic battles at the zone line clearing out some trains. 
  • ChloroCatChloroCat Member Posts: 98
     Seems some WoW fanboys are getting a little touchy because EQ fanboys are getting a new game soon..and WoW fans are getting..well. Titan...whatever the crap that is ;) I'm loving this..keep these threads going.

    Jymm Byuu
    Playing : Blood Bowl. Waiting for 2. Holding breath for Archeage and EQN.

  • craftseekercraftseeker Member RarePosts: 1,740
    Originally posted by Loktofeit
    Originally posted by Rydeson
    Originally posted by VengeSunsoar
    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.

    Trains are bad game design?  This has to be good.. Please do explain to us why trains were bad game design..  Trains only happen because mobs don't reset when you run away and social agro..  But I'm sure you have a better explanation.. I'm all ears.. lol

    It was obvious before you were bringing a skewed view to the discussion, but this smug post was the icing on the cake. There is no aspect of EQ that is a better example of bad design than train to zone.

    Let's forget that the only way to lose the train of mobs was to exploit the limitations of the zone boundary. Let's just start with, your nostalgia aside, it was commonly used to run players out of "your" zone for control or simply to harass them.

    Seriously, Rydeson, if you weren't wearing the rose-colored glasses, and someone described the mechanics of such a "feature" to you in any MMO other than your beloved EQ, you would rip it to shreds as terrible design and an example of poor or "lazy" development.

    Well indeed,  design implies intent.  I think "train to zone" like a number of things that appeared in EQ, both good and bad, where the result of players doing things that were unanticipated.  I think that players were supposed to die if they over pulled, instead they ran to the zone edge shouting "train to zone".   Emergent play is the current phrase I believe.

    In EQ2 they changed the mechanic, heck in EQ they made changes too.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by Loktofeit
    Originally posted by Rydeson
    Originally posted by VengeSunsoar
    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.

    Trains are bad game design?  This has to be good.. Please do explain to us why trains were bad game design..  Trains only happen because mobs don't reset when you run away and social agro..  But I'm sure you have a better explanation.. I'm all ears.. lol

    It was obvious before you were bringing a skewed view to the discussion, but this smug post was the icing on the cake. There is no aspect of EQ that is a better example of bad design than train to zone.

    Let's forget that the only way to lose the train of mobs was to exploit the limitations of the zone boundary. Let's just start with, your nostalgia aside, it was commonly used to run players out of "your" zone for control or simply to harass them.

    Seriously, Rydeson, if you weren't wearing the rose-colored glasses, and someone described the mechanics of such a "feature" to you in any MMO other than your beloved EQ, you would rip it to shreds as terrible design and an example of poor or "lazy" development.

     

    That didn't happen nearly as often as you make it seem. Yes...exploiting as you said did happen sometimes....but I rarely saw it. Most of the time it was as simple as a bad pull and the person panicking, not taking other players into account in their flight.

    I don't get how it's bad design myself  either. It is the player causing the train.

    Personally it made me be much more careful of my pulls, etc knowing mobs would chase me until they killed me or I killed them...or if I beat them to the zone. It made it much more fun too.

    Plus...sometimes trains were beneficial. Some jackass ran through your camp and pulled all the mobs but a few...allowing you to pull them. or you could peel mobs off their train.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by Zeppelin4
    Call me crazy but I miss those train to zones. We had some epic battles at the zone line clearing out some trains. 

    Oh hell yes. =) Or the surprise of zoning into one lol.

  • Shadowguy64Shadowguy64 Member Posts: 848
    Originally posted by ChloroCat
     Seems some WoW fanboys are getting a little touchy because EQ fanboys are getting a new game soon..and WoW fans are getting..well. Titan...whatever the crap that is ;) I'm loving this..keep these threads going.

     

    Do you see the irony in your statement? Hint: It isn't Aug 2 yet...

  • VorthanionVorthanion Member RarePosts: 2,749

    I'd like MMOs to have multiple leveling options.  Mob grinds that are worth the effort when I'm in the mood.  Questing.  Exploration that is much more rewarding in both XP and cash / loot than is currently present in the genre.  Crafting.  Social systems like Dancers from Star Wars Galaxies.  Diplomacy similar to Vanguard.  Puzzle / Riddle solving content.  Dungeon crawls and any other systems I can't think of at present.

     

    I want to see a game that allows reasonable progression in both leveling and loot for all of the above and anything else they can come up with.

    image
  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Kaledren
    Originally posted by Loktofeit
    Originally posted by Rydeson
    Originally posted by VengeSunsoar
    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.

    Trains are bad game design?  This has to be good.. Please do explain to us why trains were bad game design..  Trains only happen because mobs don't reset when you run away and social agro..  But I'm sure you have a better explanation.. I'm all ears.. lol

    It was obvious before you were bringing a skewed view to the discussion, but this smug post was the icing on the cake. There is no aspect of EQ that is a better example of bad design than train to zone.

    Let's forget that the only way to lose the train of mobs was to exploit the limitations of the zone boundary. Let's just start with, your nostalgia aside, it was commonly used to run players out of "your" zone for control or simply to harass them.

    Seriously, Rydeson, if you weren't wearing the rose-colored glasses, and someone described the mechanics of such a "feature" to you in any MMO other than your beloved EQ, you would rip it to shreds as terrible design and an example of poor or "lazy" development.

     

    That didn't happen nearly as often as you make it seem. Yes...exploiting as you said did happen sometimes....but I rarely saw it. Most of the time it was as simple as a bad pull and the person panicking, not taking other players into account in their flight.

    I don't get how it's bad design myself  either. It is the player causing the train.

    Personally it made me be much more careful of my pulls, etc knowing mobs would chase me until they killed me or I killed them...or if I beat them to the zone. It made it much more fun too.

    Plus...sometimes trains were beneficial. Some jackass ran through your camp and pulled all the mobs but a few...allowing you to pull them. or you could peel mobs off their train.

    "Yes...exploiting as you said did happen sometimes"

    "I don't get how it's bad design myself  either."

    That's nostalgia, not logic, speaking. We're talking about players using a server/zone boundary to avoid or abuse the effects of regular game mechanics. Either you don't understand what Train to Zone is (extensive EQ CV inc) or your biased view allows EQ a pass where it would be unacceptable in any other title.

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Zeppelin4
    Call me crazy but I miss those train to zones. We had some epic battles at the zone line clearing out some trains. 

    They definitely could provide some fun times. That doesn't change the fact that it was bad design.

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • ragz45ragz45 Member UncommonPosts: 810
    What bothers me is when my friends and I choose to grind mobs for XP in a group in your random WoW-Clone now days.  And we are just blowing everyone out of the water who is leveling via quests.  So the questers start bitching on the forums that they can't keep up with people group aoe grinding mobs, while them themselves are solo questing.  Quickly after that, mob XP gets nerfed into the ground, so much so that grinding mobs is just useless. 
  • craftseekercraftseeker Member RarePosts: 1,740
    Originally posted by Loktofeit

    "Yes...exploiting as you said did happen sometimes"

    "I don't get how it's bad design myself  either."

    That's nostalgia, not logic, speaking. We're talking about players using a server/zone boundary to avoid or abuse the effects of regular game mechanics. Either you don't understand what Train to Zone is (extensive EQ CV inc) or your biased view allows EQ a pass where it would be unacceptable in any other title.

    Well actually EQ does get a pass on that one, no one expected it, it had never happened before.  Once it happened It needed to be fixed.

    However, it is unacceptable in any other title, it happened in EQ if you have it in any other game you better have coded with it in mind and tested to see that the bad effects of "train to zone" are not replicated.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by craftseeker
    Originally posted by Loktofeit

    "Yes...exploiting as you said did happen sometimes"

    "I don't get how it's bad design myself  either."

    That's nostalgia, not logic, speaking. We're talking about players using a server/zone boundary to avoid or abuse the effects of regular game mechanics. Either you don't understand what Train to Zone is (extensive EQ CV inc) or your biased view allows EQ a pass where it would be unacceptable in any other title.

    Well actually EQ does get a pass on that one, no one expected it, it had never happened before.  Once it happened It needed to be fixed.

    However, it is unacceptable in any other title, it happened in EQ if you have it in any other game you better have coded with it in mind and tested to see that the bad effects of "train to zone" are not replicated.

    Fair enough. image

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

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