Title: Guild Quest Camps Post by: Hunter on September 20, 2010, 08:18:39 pm Several people complaining about guild quest items being perma camped by players. I put in Guild Instances already in several of the zones for 100kpp per instance. These instances last 24 hrs and the loot you get from that private instance should sell for many times more than you paid for the instance.
What other zones need this 100kpp Guild Instance? I know some of the already have it. If the non-instance is camped, then you'll need to farm enough plat to get a private guild instance. This is how the problem is resolved. This also creates economy where players can sell/trade items. If there are any other bottle neck zones without an instance, then let me know in the forums here. Please don't spam my email, as its already spammed enough and I can hardly reply to everyone on a daily bases with random questions. Try to ask them on here, and get people to reply or discuss. Title: Re: Guild Quest Camps Post by: Demin on September 20, 2010, 08:28:14 pm Hadden and his stupid earring come to mind, but I'm not sure a 100k plat instance is feasible there for just FB earring and black stone from the midget.
Title: Re: Guild Quest Camps Post by: revloc02 on September 20, 2010, 09:28:39 pm Dude, the earring is a pain. Always camped, always. Agree that 100k instance might not be the solution, but it'd be nice to have an alternative of some sort. Pick a mob in WK and have the earring also drop there?
Title: Re: Guild Quest Camps Post by: ieawenpo on September 20, 2010, 09:31:41 pm Items like earing on 1hr spawn or begurgle on random spawn arent feasible for 100k instances.
You can camp both items for 8 hours and come out with one, possibly 2, hardly enough to make 100k instances, let alone the 8 hour camp worth while. Title: Re: Guild Quest Camps Post by: Lyricz on September 20, 2010, 10:05:46 pm It seems people in guilds don't even use the guild instance system. 9/10 people I come across doing the FG and CG have guilds. Which has to be super annoying for those actual newcomers. Not to mention half the time people are farming 1 item for 4 or 5 alts so they can box. I think, there should be an alternative. Perhaps add another 10 items to that list, and only make us turn in an X amount of items. That way at the very least, we can decrease spawn size/waits and still have some supply and demand.
Title: Re: Guild Quest Camps Post by: Rostam on September 20, 2010, 10:39:12 pm add the earring and the crown as random loot in Dulak.
in fact any bottle neck item could be added to dulak mobs, here are the benefits as i see them:
probably more benefits (and i'm sure someone is gonna come up with cons to this) that i can not think of at the moment. this should civilize things a bit i think. Title: Re: Guild Quest Camps Post by: Chane Laforet on September 20, 2010, 10:44:10 pm It seems people in guilds don't even use the guild instance system. 9/10 people I come across doing the FG and CG have guilds. Which has to be super annoying for those actual newcomers. Not to mention half the time people are farming 1 item for 4 or 5 alts so they can box. I think, there should be an alternative. Perhaps add another 10 items to that list, and only make us turn in an X amount of items. That way at the very least, we can decrease spawn size/waits and still have some supply and demand. That's more of the peoples problem, not the system. There are instances put in to counter these, but the people have to use them. I find the system as is perfectly fine except for a few of the spawns: Hadden, and Lord Bergurgle. Reason being, they have a long spawn time, dont always drop it/placeholder, and are lore, so they are not desirable to be farmed. Going through the lists quickly... Greater lightstone:lots of mobs to drop it dragoon dirk: low respawn time (10mins?) shiny brass shield: again low respawn time, 10-12mins i believe. dwarven work boots: low spawn time, not lore adamantile band: multiple drops, in an instance zone Polished granite tomahawk: 4 different spawns drop this i've heard, only seen 2 though, including High pass mithril 2 hander: mob spawns every 11ish mins, in an instance Executioner Axe: (dislike this spawn personally lol) in an instance Flowing black silk sash: in an instance short sword of ykesha: not lore, in an instance. Silver chitin hand wraps: drop rate in insanely high fighting baton: multiple spawns, low spawn time too i believe knuckle duster: not lore, in an instance staff of forbidden rites: multiple drops off of kill fungus tunic: in an instance looking at that, it looks pretty easy to obtain to me... but of course this doesnt include the 2 main problematic drops. Thaumaturgist Robe: multiple drops, quick spawn time i think Flowing Black robe: low spawn time, but has a locked door which can be annoying. Robe of the Oracle: instance available Shining Metallic Robe: instance available Light Burlap Sack: instance available Advisor Robe: low spawn time A Glowing Blasck stone: not sure on spawn time here, but the mob is usually up so never had a problem lol Jade Reaver: ugh, do i need to explain this one? lol Fishbone Earring: loooong spawn time, and doesn't always drop the item = QQ Golden Efreeti boots: i think this is only a 15 min spawn time, but it might be 30.. cant seem to recall, hes usually up for me Ring of the Ancients: 10 or so spawn time with placeholders Lord Bergurgle's Crown: 30min spawn time with placeholders :( Red Dragon Tooth: multiple drops Mana Robe: multiple drops So really it seems only those 2 are worth complaining about, so maybe an instance for both the zones would be worth it, although not an 100k instance, but maybe 50k, since thats the going rate of the items, and they are lore so people won't farm them unless boxing and most would be too lazy to do that anyways lol. So you end up just buying the item with the 50k and the required time to get the item to drop, doesn't sound so bad to me. Sorry for the pretty much unnecessary lists, but thought it might also show those that might complain about other drops, that really they are pretty easy camps and which have instances that some might not know about (OOT) Title: Re: Guild Quest Camps Post by: Gnaughty on September 20, 2010, 11:48:45 pm Omg I can just fucking hear the wailing and gnashing of teeth when you get to HoH to farm stones, use 16 of those stones to pop a boss that you will have to have your shit together to kill, nothing like before mind you. Oh those 16 stones went to waste because the one item drop was a silk hat that nobody needs cause by this time weve all realized its faster to use all plate people? Ok ho back down and farm 16 more stones, oh some ass hole killed the whole zone that has a two hour repop? 100k please, today tomorrow the next day, well you get the point.
Please go easy on me I hadz me some bad times tonight and self medicated myself with some of Mr. August Busch's sweet concoction and taking it out on you poor souls. Title: Re: Guild Quest Camps Post by: curator on September 21, 2010, 12:28:16 am most items are camped 24/7, but just wait in line. I've had no problems with people getting their item and not leaving while I'm in line. Of course if no one is there waiting, then why not camp it more. Just this week I got all the items for both the FG and the CG within 24 hours. I have the advantage of playing during non-peak times, which maybe will help any of you get the items.
That being said, I do not like that the CG/FG are a requirement for progression (2.5). But it is what it is. I think the rewards for the FG/CG should be good enough to make people want to join instead of being made to have to do it. Perhaps like 3.0 where we have to get tokens from qvic to be 'blessed', a similar thing can be done for 2.5 in another zone. Though I do not like camping, I do like that I was sent to places in everquest that I would not have ever seen again if the FG/CG wasn't implemented. Just an idea, but there are more important things than changing something that already works.. but maybe instead of camping for items, we just have to go to a certain spot in zones.. instead of actually getting Hadden's earring, we just have to visit his spawn spot. But, that would be very easy so the list of places we would need to go to should be much longer than the current FG/CG spot. Kinda like a EQ live tour of significant places. BUT like Hunter said, the CG/FG provide a means for an economy. Title: Re: Guild Quest Camps Post by: lerxst2112 on September 21, 2010, 01:49:04 am You can get the fbr and smr without ever going into a dungeon, let alone worrying about a locked door. Not sure if you can instance Sebilis, since I've just bought those items, but the locked door is a pain for me since I don't have an alt to unlock it. Yeah, I could roll one, but it's a hassle I would rather not deal with. Title: Re: Guild Quest Camps Post by: walk2k on September 21, 2010, 02:47:52 am I've said before I think 100k/guild only is crazy for these zones.. we talkin about GUK here. 8) Not exactly a raid zone. Make them 2k/group instances, like Potimea and Hushed banquet/2.5 zones. 2 hrs is plenty of time to get 1-2 items if you're lucky, and if not it was cheap enough to just try again tomorrow. 100k is too much. You say to farm them for 24hrs and get your 100k back. Well that may work for some people, but it's a big no-go for me. I can't sit at my computer for 24 straight hours, I have to work, and honestly even if I could sit there for 24 hours, I don't want to.
Title: Re: Guild Quest Camps Post by: swamphy on September 21, 2010, 05:47:56 am Just seems like people will always whine about something being too hard.
I camped and traded 4 sets of CG/FG for ONE Qvic/Ldon run each before I was strong enough to box 3.0's by myself, Plus camped the sets for all my toons. There were lines at all the spawns. There were no instances available. I just stuck to it and got it done. Now you can camp a set, sell it for 500-700k and buy 2 to 5 Qvic runs for one set. You can buy an instance and make a ton of plat. You can buy/sell drops that used to be no drop. Things are WAY easier now and people are complaining. I think they will always complain. It doesn't matter how easy you make it. Maybe when you can just hail an NPC in SFG and it gives you all T4 Armor/Weapons and congratulates you for beating the game they will be happy. Title: Re: Guild Quest Camps Post by: Concho Pete on September 21, 2010, 06:19:27 am Cracken is right, I take back my post.
Title: Re: Guild Quest Camps Post by: Cracken on September 21, 2010, 06:51:06 am Lol i'm pretty sure hunter was looking for what other zones to set up instances in. Not all of your ideas on how to get out of a little bit of camping. :P Everquest is camping items always has been always will. Grow to like it or move on. I would pay the 100k for instances for the one hour camps like Vox, Naggy, and Hadden and would greatly enjoy that if you would add that to be a part of this server. ;D
Cracken GL of Classic Composers Title: Re: Guild Quest Camps Post by: Loyal on September 21, 2010, 10:38:55 am Sounds like an instance needs to be added for Hadden.
Might as well add one for Naggy/GeB For those who say it isnt worth paying 100k for instances of these zones - it probably isnt. However, you can easily negate the cost by buying a guk instance and making a good amount of money off it. You dont need to spend 24 hours in guk to make back your 100k. I would suspect 24 hours of guk could net you easily over 1 million plat. I spent 5 hours camping a guk instance and suspect I will sell all my drops for about 300k. This returns my already invested 100k and gives me an extra 200k to drop on instances that "arent worth it." Title: Re: Guild Quest Camps Post by: Simp on September 21, 2010, 01:02:40 pm Quote I think the rewards for the FG/CG should be good enough to make people want to join instead of being made to have to do it. This ;DTitle: Re: Guild Quest Camps Post by: Kejek on September 21, 2010, 01:52:10 pm I think, as an alternative, there should be a fairly involved, long quest line to get you flagged for the fighters/Casters guild. Basically, using no drop, lore, common items (or if possible, items that only drop if your on the quest. Does the emu scripting allow this?).
Anyways, using those two types of items (as well as "Kill X/X enemies") would make camping these items pretty much null. Instead of using rare/named spawns that can be camped, use regular world enemies, with chances to drop said item. While I have a few quests lined up for hunter to review, I haven't been able to get my own EQEmu server running yet to throw up custom scripts for said quests, so it's made the process slow. I'll remedy this situation this weekend however. I think we have an opportunity here to make use of multiple zones that are completely unused atm. Using zones like Kael, Wakening Lands, Burning Woods, Chardok, Beholder, etc etc. My goal with the design would be: For a single person/new player trying to get Fighters/Casters guild flagged, they would run through the long quest farming mobs all over the world with very little chance of things being camped (multiple people could be killing the same type of mobs, everyone has a chance still). Players looking to quickly finish the quest via purchasing items can use the old way. Making sure the quest is long enough that it takes effort (but your always able to work towards completing the objective/doing something) will be the hard part. Title: Re: Guild Quest Camps Post by: Zero on September 21, 2010, 04:59:38 pm It is still EQ people. Get used to camping shit for hours. Agree with 100k instances on crown and FBR. Just make a few new custom quest zones like Velk where it is fairly easy to farm plat to buy your instances. Don't you remember how to farm shit anymore? Pussies...
Title: Re: Guild Quest Camps Post by: barrettd04 on September 21, 2010, 06:14:24 pm Christ, people these days are too soft. Everything needs to be of convenience, everything needs to be handed to them in a nice shiny package. Man up, shut up, and camp what you need. If it's a long camp and you're not having luck, well tough shit. Oh, but you work all week and can only play the game for x amount of hours per week? Too bad so sad. Looks like it's going to take you a little while longer to get shit done. Hunter, I think you need to stop catering to all these cry-babies. Let them get mad, and quit. Less lag for those of us that aren't pussies.
Title: Re: Guild Quest Camps Post by: zalemander on September 21, 2010, 06:41:10 pm Christ, people these days are too soft. Everything needs to be of convenience, everything needs to be handed to them in a nice shiny package. Man up, shut up, and camp what you need. If it's a long camp and you're not having luck, well tough shit. Oh, but you work all week and can only play the game for x amount of hours per week? Too bad so sad. Looks like it's going to take you a little while longer to get shit done. Hunter, I think you need to stop catering to all these cry-babies. Let them get mad, and quit. Less lag for those of us that aren't pussies. This is a great way to drive people away from the server. You just described why world of warcraft became so popular and EQ fell flat. Games were not ment to be played by the most hardcore of the hardcore. The majority of gamers are men and woman with full time jobs, and familys. Im not suggesting everything should be handed to you, despite it being called the EZ server and all. But some tweaks for the items that are not even accessible to the new players is not a bad idea at all. Title: Re: Guild Quest Camps Post by: Isaaru on September 21, 2010, 06:51:22 pm I think, as an alternative, there should be a fairly involved, long quest line to get you flagged for the fighters/Casters guild. Basically, using no drop, lore, common items (or if possible, items that only drop if your on the quest. Does the emu scripting allow this?). No, but the task system does. Title: Re: Guild Quest Camps Post by: barrettd04 on September 21, 2010, 08:06:17 pm Christ, people these days are too soft. Everything needs to be of convenience, everything needs to be handed to them in a nice shiny package. Man up, shut up, and camp what you need. If it's a long camp and you're not having luck, well tough shit. Oh, but you work all week and can only play the game for x amount of hours per week? Too bad so sad. Looks like it's going to take you a little while longer to get shit done. Hunter, I think you need to stop catering to all these cry-babies. Let them get mad, and quit. Less lag for those of us that aren't pussies. This is a great way to drive people away from the server. You just described why world of warcraft became so popular and EQ fell flat. Games were not ment to be played by the most hardcore of the hardcore. The majority of gamers are men and woman with full time jobs, and familys. Im not suggesting everything should be handed to you, despite it being called the EZ server and all. But some tweaks for the items that are not even accessible to the new players is not a bad idea at all. I didn't say you had to log a million hours a week or leave. I work 50+ hours a week, and it's not a desk job. I hop on EZ 2-3 times a week if I'm lucky. I'm guildless, only play for a couple hours at a time, and plan to keep it that way. I also played EQ for 4 years when it was first released. EQ fell flat because Sony are a bunch of knobs, and WOW is EQ on easy-mode(Blizzard are a bunch of knobs, too). I currently see nothing wrong with the way Hunter is running things. What I do see wrong are a bunch of whiners complaining about trivial issues. Everyone wants everything instantly. You can still accomplish things at a casual pace, it's just going to take you a while longer. That's life. Let me know when they start giving away free 2010 Camaros at the Chevy dealership. Title: Re: Guild Quest Camps Post by: stricken on September 21, 2010, 10:07:05 pm Christ, people these days are too soft. Everything needs to be of convenience, everything needs to be handed to them in a nice shiny package. Man up, shut up, and camp what you need. If it's a long camp and you're not having luck, well tough shit. Oh, but you work all week and can only play the game for x amount of hours per week? Too bad so sad. Looks like it's going to take you a little while longer to get shit done. Hunter, I think you need to stop catering to all these cry-babies. Let them get mad, and quit. Less lag for those of us that aren't pussies. What he said :P Title: Re: Guild Quest Camps Post by: Thyl on September 21, 2010, 10:21:05 pm This is a great way to drive people away from the server. You just described why world of warcraft became so popular and EQ fell flat. Games were not ment to be played by the most hardcore of the hardcore. The majority of gamers are men and woman with full time jobs, and familys. Im not suggesting everything should be handed to you, despite it being called the EZ server and all. But some tweaks for the items that are not even accessible to the new players is not a bad idea at all. Sorry Zal but I have to disagree. I work a full time job, have a wife and two kids and sometimes take classes on top of that. I don't have a ton of hours and I can accept not being able to get everything quickly. Infact I derive some satisifaction from getting things that aren't easy for me to obtain. I've played many MMOs and I really don't like the easy mode no failure consequence model that attracted the mass of douche bags to games like WoW. Camping stuff can suck if it takes a long time. I know I have stayed up late to get items and regretted it the next morning. There are some alternatives. Pretty much any item or the whole FG/CG can be bought. Infact I think most of the tough to obtain items sell for significantly less than the cash that a person farming gems could make in the same time as camping it. Title: Re: Guild Quest Camps Post by: Corben on September 21, 2010, 11:18:18 pm I personally think its fine the way it is, not to hard, not to easy.
You can also thank Hunter that Hadden does not have his EQ Live spawn time which was what....5.5 hours if I remember correctly? So you get the Nostalgia without the pain. Title: Re: Guild Quest Camps Post by: Chunka on September 22, 2010, 12:31:32 am Quote This is a great way to drive people away from the server. You just described why world of warcraft became so popular and EQ fell flat. Games were not ment to be played by the most hardcore of the hardcore. The majority of gamers are men and woman with full time jobs, and familys. Im not suggesting everything should be handed to you, despite it being called the EZ server and all. But some tweaks for the items that are not even accessible to the new players is not a bad idea at all. Sorry, but you're delusional if you think this game or server is looking for the typical WoW player to come over. Its not. Hell, if you ask, 90% of the people here will tell you they DONT WANT the average WoW player here. I'm all for driving that element away. Title: Re: Guild Quest Camps Post by: Firetoad on September 22, 2010, 07:34:54 am This server however lets you progress at a good pace without making you play 5 hours a day everyday and be in a guild where beating events takes 40+ people. I like the fact that I could beat everything up to and including t2 with only 1 group of my friends. That's what made playing on this server fun for me.
However from what I hear about t3 unless you are equipped with gifts from Hunter, you are not beating anything with one group. For that fact I will never be in T3 and will be happy just doing RoA on my ranger, and making the occasional new character and gearing them up in t2 items. Title: Re: Guild Quest Camps Post by: Boraxo on September 22, 2010, 11:11:16 am Several people complaining about guild quest items being perma camped by players. I put in Guild Instances already in several of the zones for 100kpp per instance. These instances last 24 hrs and the loot you get from that private instance should sell for many times more than you paid for the instance. This thread drifted away from the original question pretty quickly. I think the answer is Q hills and Lake Rathe, and I agree with the premise that loot from the instance will more than pay for it. I put up 2 guild instances of Sebilis over the double loot weekend, and might have spent 20 hours in their total, pretty much just farming kd's (there's only so many Fungi tunics you can hold). I came out with 25 of them and don't know what other guildies may have gotten out of it. What other zones need this 100kpp Guild Instance? Yes, they will pay for themselves; add Q hills and Lake Rathe and I think the bulk of the problem is solved. Title: Re: Guild Quest Camps Post by: revloc02 on September 22, 2010, 03:11:03 pm Yes, they will pay for themselves; add Q hills and Lake Rathe and I think the bulk of the problem is solved. I agree with this.If the price for the instance is 100k, it may turn out to be too high. Atm you could easily get your money back, but the instance you make these zones instanced (like how I worded that? I know, astounding...) prices for the item will go down. Food for thought. If you care to hear a suggestion mine is 50k, but that's just me. Saw an earlier post in this thread that had some pretty good reasons for 50k and I agree. Title: Re: Guild Quest Camps Post by: ieawenpo on September 22, 2010, 05:05:29 pm It is still EQ people. Get used to camping shit for hours. Agree with 100k instances on crown and FBR. Just make a few new custom quest zones like Velk where it is fairly easy to farm plat to buy your instances. Don't you remember how to farm shit anymore? Pussies... The issue is when these quests were introduced there as less than 150 players on the server. The quests themselves were never intended to be time sinks like they are today. I all for the time sink if its not due to population, thats entirely different, right now all the issues is a result of the population, not the items or the quests themselves. Used to be able to do the FG or CG in a day or two, you would be lucky to get a FBE or Crown "CAMP" let alone the item within that time period now. Title: Re: Guild Quest Camps Post by: Boraxo on September 22, 2010, 05:44:11 pm Yes, they will pay for themselves; add Q hills and Lake Rathe and I think the bulk of the problem is solved. I agree with this.If the price for the instance is 100k, it may turn out to be too high. Atm you could easily get your money back, but the instance you make these zones instanced (like how I worded that? I know, astounding...) prices for the item will go down. Food for thought. If you care to hear a suggestion mine is 50k, but that's just me. Saw an earlier post in this thread that had some pretty good reasons for 50k and I agree. Title: Re: Guild Quest Camps Post by: Boneman on September 23, 2010, 12:13:54 am I think, as an alternative, there should be a fairly involved, long quest line ... ......I think we have an opportunity here to make use of multiple zones that are completely unused atm. Using zones like Kael, Wakening Lands, Burning Woods, Chardok, Beholder, etc etc. My goal with the design would be: For a single person/new player trying to get Fighters/Casters guild flagged, they would run through the long quest farming mobs all over the world with very little chance of things being camped (multiple people could be killing the same type of mobs, everyone has a chance still). Players looking to quickly finish the quest via purchasing items can use the old way....... I like this idea. Would really like to see more utilization of the other zones. Make the items no drop as well! Pardon me Kejek for paraphrasing your post. |