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  #121  
Old 04-08-2015, 11:09 AM
Ele Ele is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
what drop rate are people experiencing with this item on beta?

I did this once and killed maybe 8-10 ( maybe 12 ish? ) elders as they did not pop each cycle maybe if I was lucky I got 2 to pop during a respawn

I got most the other items n beads but did not see the Eye summoning one

What kind of drop rate is to be expected with this? 1-20? 1-50? 1-100?

if its stupid rare it would make more sense as 1 camp.....
From March 2014:

My numbers:
153 total spawns
8 elder, 1 Grand Viser

1 Holgresh Elder Beads

Other people I have talked with took 8-15 hours to get their beads clearing the room solo. One person got theirs in a couple hours.
  #122  
Old 04-08-2015, 11:12 AM
Blaza Blaza is offline
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Quote:
Originally Posted by Ele [You must be logged in to view images. Log in or Register.]
From March 2014:

My numbers:
153 total spawns
8 elder, 1 Grand Viser

1 Holgresh Elder Beads

Other people I have talked with took 8-15 hours to get their beads clearing the room solo. One person got theirs in a couple hours.
Thats a long time. Just make it so whoever shows up while it is being camped, and stays there the whole time, gets the camp. No handing off to guild members, etc.

At least that way the strongest beard wins, rather then one guy passing it around his guild.

Either way, I probably won't bother.
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  #123  
Old 04-08-2015, 11:51 AM
azeth azeth is offline
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I kind of picture the resolution to the question "1 camp or 11 camps?" being made clear on Velious launch.

Player X arrives and starts killing
Player X has killed 2/11 mobs before Player Y arrives
Player X is entitled only to the mobs he killed and then keeps down

Player Y arrives and starts killing some of the 9/11 remaining spawns
Player Y has killed 2/9 mobs before Player Z arrives
Player Y is entitled only to the mobs he killed and then keeps down

Player Z shows up.... etc..


This cycle ends when 1 player kills all 11 and keeps them down. At that point it is indeed 1 camp. Until that point the spawns are camped separately, albeit multiple spawns will count as 1 camp assuming the player killing them kills and keeps them down.
  #124  
Old 04-08-2015, 11:57 AM
Ele Ele is offline
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Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
I kind of picture the resolution to the question "1 camp or 11 camps?" being made clear on Velious launch.

Player X arrives and starts killing
Player X has killed 2/11 mobs before Player Y arrives
Player X is entitled only to the mobs he killed and then keeps down

Player Y arrives and starts killing some of the 9/11 remaining spawns
Player Y has killed 2/9 mobs before Player Z arrives
Player Y is entitled only to the mobs he killed and then keeps down

Player Z shows up.... etc..


This cycle ends when 1 player kills all 11 and keeps them down. At that point it is indeed 1 camp. Until that point the spawns are camped separately, albeit multiple spawns will count as 1 camp assuming the player killing them kills and keeps them down.
So Bush did knock down the towers.
  #125  
Old 04-08-2015, 12:08 PM
azeth azeth is offline
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lol ^

you done good
  #126  
Old 04-08-2015, 12:23 PM
Ele Ele is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
Elethia in this thread:

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  #127  
Old 04-08-2015, 03:35 PM
Seltius Seltius is offline
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Problem with camps like this is your not going to make everyone happy.

Expecting someone to sit at a single spawn for days to try for a drop isnt reasonable though. Not when the same item they are camping can spawn within sight at 10 other points. Make it 1 camp but require the person next on list to keep a physical presence at the camp the whole time. Maybe include a rule or stipulation to keep corpsing items to a minimum.

As proven with the locket of escape dropping again a couple years ago for a short period it is possible for a guild to lock down a camp to the disappointment of everyone else. So not sure how the GMs can prevent that without really restricting players freedom at the specific camp.

Another issue with making it 11 camps is the proximity of each other. If its 11 camps the GMs will spend all their time responding to petitions of camp/mob stealing and have no time to work on the myrid other issues that will occur once the expansion is released and missed bugs and exploits come to light.


Edit: Ohi Elethia
  #128  
Old 04-08-2015, 03:47 PM
loramin loramin is offline
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Quote:
Originally Posted by Seltius [You must be logged in to view images. Log in or Register.]
Problem with camps like this is your not going to make everyone happy.
Simple solution: let there just be one camp, but fix the camp system. Instead of letting guilds "lock down" a camp by passing it from guildie to guildie, make it so that every time someone leaves a "premium" camp (AC, beads, etc.) they have to random to determine who (of the people waiting for the camp) gets it.

That way there are no guild lock-downs and everyone, neckbeard or casual, who waits patiently will get their shot at the camp eventually (but, like most things in EverQuest, how long they have to wait will depend on the luck of the RNG).

I don't think it will ever happen, but that's my vote for a solution.
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  #129  
Old 04-08-2015, 04:18 PM
derpcake derpcake is offline
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13 pages of speculation on drama, over 1 month away from launch.

This is going to be nice times.
  #130  
Old 04-08-2015, 04:30 PM
Erati Erati is offline
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I wonder how much these will cost to buy?

200K? naw

so maybe not worth the headache at all hehe let others horde the spawns and just save your plat to purchase them in 2017
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