Smurflord said:It's stupid thread like this that made me leave.
1: Make a whine thread.Tears said:Ahh... when did you join TLW ?
you can't help it, can you? :touch:Tears said:Ahh... when did you join TLW ?
Doh, you're sucking me into guild fightsTears said:Ahh... when did you join TLW ?
But then again after reading ur post/argument i dont expect more of u tbh.
Kalthorine said:Agreed
If I were Mythic/GoA and more interested in player fulfilment than profit (one does wonder how many extremely sad people purchased extra accounts, even temporarily, in order to obtain "bots" they could use to perma-camp arty sites and Market Explorers... and I am sure there will be at least a few), then I would implement the following rules:
I know a lot of people will rubbish the above set of rules, and I am sure someone else can come up with a set that make a lot more sense... but my point is that it can't be TOO hard for Mythic to come up with a fairer and more equitable set of rules surrounding how artifact encounters work and how the artifact is handled thereafter. Unfortunately, sometimes it is apparently too hard to see the wood for the money trees...
- Introduce a radius around each artifact encounter site in which, if there is a character present, the artifact encounter does not pop... and chosen in such a way that the artifact encounter in question is not visible from outside that range. This would kill camping in one fell swoop, or at least cause people to be more "pro-active" in their camping by running in and out to see if the encounter is up.
.- Introduce an "/artifactclaim" command - when used while the encounter mob is selected, it gives a 15 minute window during which time no one else can start the encounter (giving plenty of time for the person claiming to get his/her group together and preventing any "stealing" of the claimed encounter). If the 15 minutes run out before the encounter is started properly, the person who did the /artifactclaim cannot claim for a further 30 minutes, and is instantly ported to the nearest Haven.
.- Also, if the artifact does drop then the person who did /artifactclaim would get it in their inventory instantly - they could then transfer it to one other player (NOT a Consignment Merchant) if they wish within 5 mins of the encounter ending, after which the artifact becomes non-transferable (including to CMs). This would get rid of ludicrously overinflated artifact trading, and would mean people would actually have to work for their artifacts.
.- Reduce repop times but make encounters harder to compensate, and get rid of encounters where artifact drop rates are <100% (but make them MUCH harder).
Yup sounds nice.Kalthorine said:Agreed
If I were Mythic/GoA and more interested in player fulfilment than profit (one does wonder how many extremely sad people purchased extra accounts, even temporarily, in order to obtain "bots" they could use to perma-camp arty sites and Market Explorers... and I am sure there will be at least a few), then I would implement the following rules:
I know a lot of people will rubbish the above set of rules, and I am sure someone else can come up with a set that make a lot more sense... but my point is that it can't be TOO hard for Mythic to come up with a fairer and more equitable set of rules surrounding how artifact encounters work and how the artifact is handled thereafter. Unfortunately, sometimes it is apparently too hard to see the wood for the money trees...
- Introduce a radius around each artifact encounter site in which, if there is a character present, the artifact encounter does not pop... and chosen in such a way that the artifact encounter in question is not visible from outside that range. This would kill camping in one fell swoop, or at least cause people to be more "pro-active" in their camping by running in and out to see if the encounter is up.
.- Introduce an "/artifactclaim" command - when used while the encounter mob is selected, it gives a 15 minute window during which time no one else can start the encounter (giving plenty of time for the person claiming to get his/her group together and preventing any "stealing" of the claimed encounter). If the 15 minutes run out before the encounter is started properly, the person who did the /artifactclaim cannot claim for a further 30 minutes, and is instantly ported to the nearest Haven.
.- Also, if the artifact does drop then the person who did /artifactclaim would get it in their inventory instantly - they could then transfer it to one other player (NOT a Consignment Merchant) if they wish within 5 mins of the encounter ending, after which the artifact becomes non-transferable (including to CMs). This would get rid of ludicrously overinflated artifact trading, and would mean people would actually have to work for their artifacts.
.- Reduce repop times but make encounters harder to compensate, and get rid of encounters where artifact drop rates are <100% (but make them MUCH harder).
...Terryammon said:i was speaking to someone about the rules of the game, and if some one says they are camping there with no action going on, you can just take over the spot, with out getting told off ... and he cant do anythink about it, even if he was in action and now gone afk, you can steel take the stop.
...Terryammon said:i was speaking to someone about the rules of the game, and if some one says they are camping there with no action going on, you can just take over the spot, with out getting told off ... and he cant do anythink about it, even if he was in action and now gone afk, you can steel take the stop.
Kalthorine said:...
...
Deja vu?
Oy, Terry... stop camping this thread!
lol... nice analogy... touche matey!Starbuck said:Trouble is Kalthorine is that if he remains inactive on this thread someone will take over
Illtar said:Tbh with many of the artifacts the main problem is actually making the mob spawn, some many arts can be done by 2-4 persons, therefore it is actually reasonable that the one who spend some hours camping should get artifact. And attacking a mob someone is waiting to do is just plain rude, just like taking the artifact when mob is killed, like you can with many arts.
Doink-666 said:So whats the arti whine threads that deal with rude folks up to now then people?
Thorwyn[B&Q] said:Cool! I park a bot next to gov and camp the next 5 spawns, ok? Or wait, 10 spawns, my friend needs some too. And I`ll tell my entire guuild to roll lvl 20 chars and stick them to arti spots, basically claiming ToA for me and my guild.
You CAN NOT camp anything in this game. Look at all the threads concerning this problem... 99% of them are about person X camped and didn´t pull, then poerson Y came and pulled. Sitting in front of a campspot doesn´t give you any right whatsoever about the arti. All you get is a small advantage of being the first to see the arti spawn and you can call your mates to do the encounter. But if you fail to gather a large enough force and another group passes by... bad luck. Nobody asked you to sit there and waste your time, so don´t try and create some sort of moral privilege out of it.
aleron said:Been there checking from time to time since 3 this mornign, since I was sick and could not sleep
aleron said:But to start be rude to ppl that dont wanna help on those conditions? And, he reported me for telling "lol, noob" I cant wait to get a msg from goa ^^
Escape said:Anyway, most of the hostility happens from the initial contact:
camper: fo tis camped
cruiser: lolol m8 who tf r u?
Things would be so much easier if it went like this
camper: Good day cruiser!
cruiser: Well met camper!
camper: I say... is that a scroll in your pocket...?
Agreed.GimpStrole said:Smoke Dope!