There's actually a page in the wiki for answering questions like this:
https://wiki.project1999.com/Camp_Rules. It will point you to
this player question and ruling:
Quote:
Originally Posted by Player
TT cycles have always been FTE Quillmane is weird because previously it's depended on which GM you end up talking to (like a lot of things...), but the most common response has been: if you have people at all 3 spawn locations, with a 4th killing PHs, then you can claim it as "camped." if you're soloing it, it becomes FTE. makes very little sense logically, but there it is.
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Quote:
Originally Posted by Menden
This is how every staff member should be responding to it. The catch is, you better get FTE within a few seconds of QM spawning. If QM is pathing and someone else gets FTE, you're SOL.
Guidelines/rulings are handled this way to help prevent the need for any staff intervention. If you happen to be running through SK and see QM wandering around, kill it, then another player claims you KSd it how do you know they aren't lying? It's a big zone so that QM could have been wandering around for 10 minutes.
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In other words, Quillmane
ISN'T a camped mob,
UNLESS a guild or other large group of people is camping Quill, and they have members waiting on (literally)
EVERY spawn point. And if that is the case, then the only way you could steal Quillmane from that group would be to wait at a spawn point and try and "snipe" it from them when she spawns: you could never just see a Quill wandering around, because that group would have engaged her the moment she spawned.
Under any other conditions ... in other words, if you ever just see an un-agroed Quillmane running around, anywhere in SK ... by definition she is not camped, and you can freely attack her.
P.S. While the
player says "3 spawn locations", note that Menden doesn't; he just says that if you're camping Quill you need to FTE (agro) her virtually the moment she spawns, which requires waiting at all spawn points. Thanks to changes that have happened since that ruling, many believe there are now several more spawn points ... not just three (which makes it even more difficult to truly "camp" Quill).