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Message ID: 13809
Date: Wed Jan 26 23:20:27 GMT 2000
Author: Reece, Tom - 25IDL G4
Subject: My overcrowding solutuion


A true dungeon crawl in EQ would only work if at the end of the dungeon
there was some type of reward that provided enough incentive to not camp.
This could be a major EXP gain from killing the boss mob or a treasure chest
that contained several items in it. The level of the mobs throughout the
dungeon would have to be close enough that the party got EXP for mobs both
at the beginning and at the end. There would also have to be a mechanism to
prevent a party from camping the boss mob over and over again. Lot more
other factors but these are the key ones. Most likely in the "to hard to
do" category for EQ. Maybe not for EQ2.

Galtin of E'ci

> The dungeon crawl vision is antithical to camping. If you try
> to make both coexist, either the dungeon crawlers get way too
> little "prize" loot, or the campers get way too much.
> Duplicating zones would ease overcrowding, but it wouldn't
> change the campquest state of the game. Even if you
> duplicated each zone so many times that each party were
> practically alone in their own dungeon, the crawl party would
> only see maybe one special mob per night while the camp party
> would see multiple. Too little or too much.
>
>