First, a bit of news -
Today a change was made to the Camelot static dungeon. Previously, after everyone had left Camelot dungeon (that is, no player is in the dungeon playfield), the dungeon would remain for a short period of time and then a new dungeon would be loaded from the a hard disk. This, unfortunately, has caused problems.
Firstly, there has recently been alot of arguing and conflict between players because of instances where a few players would log a character into the dungeon to stop the dungeon itself from being loaded again. This has escalated into petitions, onto the boards here, and into other mediums. This type of conflict isn't good, to say the least, and we would rather give you the game mechanics to enjoy your play time, rather than be affected by conflict because of game mechanics.
Secondly, the fact that a dungeon can be loaded in such a quick time was not our primary plan. The items that are found in these static dungeons are meant to be very special and, depending on the item itself, somewhat hard to obtain - which raises it's uniqueness and worth. The ability for players to obtain a new dungeon in fairly quick succession made the items more available than we had hoped, and the items less special.
So, with these two factors heavily in mind, we made a change to the Camelot static dungeon. The previous load time of a dungeon (time it takes for a new dungeon to load after the last player leaves it) was set at that time to save server power. The time it now takes for a new dungeon to load up is now longer - what was intended originally, and what will be better for general gameplay. Note that nothing in the dungeon has been touched, and Camelot is the only static dungeon affected.
This now brings me onto a discussion I would like to start. Regarding the availability of special items, one thing we could have done is to keep the load time of dungeons the same, but either decrease your chance of finding a special item on a MOB (that is, make the loot more random). So, essentially, if you kill Tarasque (after putting in all that effort) there is less chance of getting Tarasque's items. Another option is to decrease the spawn of MOBs inside the dungeon. These are examples.
Basically, what I am doing, is inviting you all to participate in a discussion on unique items, unique MOBs, and camping - all in light of this change to Camelot. **Is what we had before acceptable? Is this change more of a step in the right direction? (in time, making this change to all the static dungeons) Or do we need to address the randomisation of loot itself on MOBs? **Do you want eally good loot and not much randomisation, or extremely great loot and less randomisation?
We'd like to hear your thoughts, so lay it all on me.