Never ever camp for anything USEFUL
If some people as suggested above actually seem to enjoy camping, then the items they camp for must NEVER provide an advantage over other players. The balance of power should not be given to the ratpack guilds with 200+ members or those without real lives who can sit in front of a computer for 18+ hourse.
I say reward those people with Red Yalmahas and Sunglasses with Green Lenses. These things can be uber-rare and extremely cool to look at. People can know they will probably never have a chance to get these items. This is fine.
EDIT: I saw a post earlier that mentioned the time when Katara sunglasses were rare and sold for millions. These are the kinds of things that should be rare. They really mean something to the person who has them. He/she really looks cool in town wearing them. Not everybody has them. Hence those with gazillions of credits to spend or those with true luck or leet camping skillz get to have them. I was kind of pissed when these sunglasses became commonplace. On the other side of the coin, things as unbalancing and game altering as the Blash Shirt and Shades, should be as equally available to all players as Nullity or Grid Armor is. Whoever heard of somebody 'camping Grid Armor'? Sure you hear whining and moaning about its rarity. But, you don't hear someone complaining about hogging the Gravebeau spawn. Think about it.
What must NEVER happen is that something that is actually useful and game unbalancing is put in the hands of the lucky or the campers. The prime example is the Black Shirt of Zuwadza. This item adds over four complete levels of pet creation skills to a metaphysicist. This is utterly imbalancing in favor of those who have this item. The problem is that not every player (who provides the same 12.95 to FunCom) has the same opportunity to get this item. This is the situation that is having people quit the game. This is the situation that is having me consider ending my subscription.
If I want this item, I must either join a huge guild or .... well, that's about my only option. If by some bizzare freak of human nature, the huge guilds decided to let the Average Joe have a shot at this item, then I would have to sit for 18 hours and 40 minutes next to 96 other players waiting for him to 'pop'. And then have a 1 in 20 chance of getting his shirt. Where's the skill in that, and more importantly, where's the 'fun' in that?
Now, the lucky person who is in the huge guild and gets 'issued' his shirt will always and forever have a better pet than me. Why is this fair? How does this make Anarchy Online a better game. Is it preferable that opportunity is not equally meted out to the players? I think not. Rare items should be fore rare item collectors they should be valued because they are rare, not because they are powerful. If an item is powerful, it should be rare ONLY because it is difficult to obtain. However, the OPPORTUNITY to obtain the item absolutely MUST be equal for every single player who pays to play the game.
Players should be competing against the game for useful items not each other. Putting me against my fellow player in a struggle for an item will have me cancel my subscription. I'm not an a-hole and refuse to engage in childish pissing contests where two children are each tugging at the toy they want to play with. You know how that ends .... one of the kids starts crying or screaming his head off while the other sits smug and waves the toy at the 'loser' to add further humiliation. This is Anarchy Online now. Only 95% of the player base are losers. That's why these boards are FULL of logical and mature players posting about how foul a situation FunCom has created.
If both kids were good and ate their meals and cleaned their rooms, then both kids should get their own toy. End of story.
Re: Never ever camp for anything USEFUL
Quote:
Originally posted by Bionitrous
I say reward those people with Red Yalmahas and Sunglasses with Green Lenses. These things can be uber-rare and extremely cool to look at. People can know they will probably never have a chance to get these items. This is fine.
If I want this item, I must either join a huge guild or .... well, that's about my only option. If by some bizzare freak of human nature, the huge guilds decided to let the Average Joe have a shot at this item, then I would have to sit for 18 hours and 40 minutes next to 96 other players waiting for him to 'pop'. And then have a 1 in 20 chance of getting his shirt. Where's the skill in that, and more importantly, where's the 'fun' in that?
PLEASE LISTEN TO BIONITROUS FUNCOM.... I, like him, am annoyed with the camping...
He makes the best points I have ever seen... Don't give someone a distinct advantage solely because they are in a large 200+ person guild of mainly level 150+ members or because they like to sit in the same spot for 18 hours...
This is the main thorn in my side in this game. I can't begin to describe the number of times I have been out to the unique spawns to get my loot and have never seen 99.99999% of the uniques...
On teh story missions and other things
Well..i thought from the outset that ao should have had proffession specifi mssions...ie..a trader or adventuree clss could have trade transporting missions..the ma or agent could have assassination missions..soldiers and enforcers could have team missions to hunt down and kill so many onmi scum of lvl X
the great thing about this is that it removes the repetative dungeons and that u get to try completely new missions when u start a new char with a dif prof. I think it would be such a shame not to implement this becuase it would make the game so much more interesting..i also think that a char of ne prof should be alowed to help u on a prof specific mission even if they dont have the same prf..some missions could also overlap into many profs.
The other point i wanted to make was that i thought that to make the game much mroe fun and exciting and to keep the conflict spirit alive in citys or maybe utside citys their should be no pvp ban when omni versus clan..i mean sure the a few nebies muhgt get their asses kicked but they can always run away and it would realy make tings more interesting..i mean ive been playing for a while now on rubai 2 and ther is harly ever ne clan versu omni pvp and its dumb just going to some area in the middle of no where for a big rumble.
Ne way this rant has got too long..I hope someone taes my views into acount
Lubai
Bureaucrat's Role - Mission creation - Camping
Bureaucrat's Rp aspect - Mission Creation - Camping of items
Heya
At the launch of the game, Bureaucrats were supposed to be the only ones able to create player-generated missions.
This has been forgiven since that time, and the player-created missions don't exist anymore at the moment.
I will here try to propose a simple way to implement those without a lot of work.
There will maybe be a lot of cons, but I think it will not be exploitable, the only real weakness of that is the amount of tells bureaucrats could maybe have if taht is implemented one day.
(But isn't that the price for being a profession with an unique ability usefull to others people?)
This idea come from a post in the bureaucrat forum about the use of the briefcase crats were supposed to have and the fact that having a remote access to bank was maybe more a Fixer thing.
http://forums.anarchy-online.com/sho...0&pagenumber=1
So let's begin:
Bureaucrats are supposed to be leaders, they have access to private files with official informations as they are working in offices and they are the ones able to give quests to other players.
In a perfect world, they should be able to send different people to fulfill all their needs.
As we are here talking about story missions, and as the player-generated missions will maybe never see the light, it could maybe be a possibility to combine both of those:
Bureaucrats should be able to get more informations when talking with a NPC.
(Our main ability is to control people - our psychology skill is supposed to be of some use when talking to npcs)
My naive proposition is that we could get more informations about quests, static dungeons, missions, .. when talking to the right Npcs, and be able to "sell" those informations to people in need of adventure.
What I mean here is not informations that can be spoiled on the forums like locations of unique mobs or key words...
Everything should be known really quick and the camping problem would not be resolved at all!
I'm thinking about the fact that with our high psychology and charism we could talk to Npcs like Alvin and others like him, and get a Special card as we have persuaded him we are trusthworthy..
This card could then be given/sold to a particular people, to a guild, to a team.. and only this people-guild-team could do the story mission.
On the card they may be some location informations and the card is the key to open a dungeon..
This way, the player-guild-team can travel outdoors to the mission location and do it.. alone.. I mean there will be no risk of a camped-boss, or of another powerful team already killing every mobs or training every monster at the entrance of the mission.
That is the idea, and I find some positive points in it:
-An alternative for player-generated missions intended for bureaucrats.
-Less camping-Target stealing, training.. when in story missions.
-One real challenge for the team-guild, that is unique to team and different everytime.
-No need to make the npc disappear when someone has got the mission.
Now the important things needed so that cannot be exploited:
-That cannot be done more than once or twice a day
-To avoid farming of those cards, the bureaucrat should only have a low number of slots (3 .. the 3 of the player-created missions) and these missions could only be sold to players after having been linked to their Id-Data so that only those should be able to enter the dungeon.
This way, the bureaucrat cannot collect a lot of those missions and sell them at the same time.. That is not the point.
-Missions should be in the level range of the bureaucrat.
Amanite
PS: about the Original post, I've read every answers and I have to say I think there is a vast majority of players thinking the same: Every propositions made were really intersting.. but we don't want Camping anymore.
The proposition I made here is only an idea made to improve the RP aspect of bureaucrats, their economy, and most of all, the problem of teams camping the same boss for items.