These sound like exactly what I was thinking except a few small changes....Originally posted by Bionitrous
What would it take?
- Experience per unit time = missions
- Loot don't really matter (we'll go to missions if we want loot ... like it used to be)
- No need for the 'Boss Mob' if the experience is good enough.
- No hunting spots in 25% zones (leave that to the tower pack people)
- Saver nearby (nobody wants their friend to put their fist through their monitor)
- Terminals to sell junk in
- Well known meeting places
- A way to declare a spot your own to prevent kill stealing (Camp Keys?)
- Monsters in one area within a contrained level variance.
That's all it'll take.
1) experience per time (clear reason people kill mobs and do missions)
2) loot not needed (very true... people form teams mainly for xp)
3) no boss mob (again another unneeded mob, since people really want xp, and considering most people I team with don't even ask for boss loot anymore)
4) 25% zones... these scare away people and attract harassment from PKers. At least for lower level players. No one wants to lost hours of xp to some idiot who is just there to try and kill you and your xp.
5) if not in 25% zone... save nearby is not as needed... Ace Camp worked very well with no close save terminal... but the save still can't be a 3 hour tour away... Take NW mines and Ace Camp as examples of save terminals that aren't close, but aren't too far.
6)terminals to sell junk... another perk but not necessarily needed if the others are done.
7) Well known meeting places... THERE HAS TO BE a discernable meeting place for these to be successful... some kind of landform or landmark that doesn't take significant travel time to get too... players often find there own... but if you use PM for example everyone meets in the city and then chooses a camp... at NW there is a mine really close... at ace camp there was the building you could enter... One thing is true of all the meeting places.. there is a safe spot. safe spots are really important to people hunting and meeting...
8) I don't see a good way of declaring spots, but players seem to do a good job respecting each other's territory. The key here is that there has to be enough good camps and good mobs for everyone. Some players are going to kill steal just to grief other players... but I don't see a good way around that... in my experience it hasn't been a significant problem as long as there is enough spawn for everyone who is hunting. (i.e. there must be a lot of options close to each other)
9) this is what I see as a very important item... Mobs need to be within 5 to 10 QL's of every other mob at the camp... no one wants to be hunting a mix from greens to reds... especially if the mobs are aggro or social... people want max xp and don't want to waste their time killing aggros that give minimal xp.
When I say people, I mean a lot of other players... I would gladly except less xp for outdoor teams, the catch is that many others won't. This means that these many others won't form teams to hunt outdoors and I'm left to follow them into those horrible BS missions.
I really something is done, to help some of these people decide it is more advantageous to them to hunt outdoors. Although the patch sounds promising.. the initial reaction from test server is that rewards are less and risk is significantly more... this will keep people from making hunting outdoors a regular habit!