Scaggles wrote:
Aewyn wrote:
Do you even play this game? I don't even know why I'm asking, I know the answer. You can't read either. I never said the camp was the problem. I said the player's behavior was the problem. And guess what? Those players are still here, and will still behave the same way if given an inch of slack. I can still go to Valkurm dunes with my 75 Red Mage, round up 30 lizards, and let my alt & it's XP party nuke them down. There is literally nothing stopping me from doing so, aside from the fact that I never liked that playstyle and avoided it as much as I could. Expanding the synch range would just mean instead of having to Leave Valkurm dunes once one gets a job to 30, they could take it all the way to 40.
That is why your idea to expand the synch range is a hairbrained idea. Expanding the range to 20 will literally bring us back to where we were a year ago, and I don't particularly care to be getting invites to Valkurm Dunes at 35, or Qufim Island at 40. If anything my desire for the synch range is that it narrow to +/- 5 levels of your current range. These days I have more problems finding a camp that isn't already overburdened with players than I do a viable party within my synch range anyway. Nas's time is better spent making more camps viable than it is fiddling with a synch system that works well enough.
Wow, condescending dickbag much? Great argument, start in with the personal attacks. I was polite enough to you, don't start with this shit.
No, widening the range to 20 instead of 10 isn't magically going to fling us back to the days of no sync cap in which 75s mass-pull the whole zone and cycle in syncs til they're 75. Punish the behavior, that is the problem, not the sync range. You don't have to take dunes or qufim invites if you don't want to go there.
Having a 20 level range will open up more camps at any given level and will help camp overcrowding, not make it worse, because players will have more places they can go. Your whole argument seems to revolve around this false narrative that virtually every player will want to actively stay in the dunes for as long as possible.
When it comes to dealing with people that refuse to accept a basic concept written in simple English founded on the objective reality that was trying to group up and party on this server at lower levels when the population was expanding at a rapid rate, and getting pushed out of lower level camps when I had no viable alternatives? Yes, I am a condescending dickbag.
Quote:
Show me a guy who's afraid to look bad and I will show you a guy you can beat every time.
-Rene Auberjonis
It will not open up more camps, for the reasons I've already stated. Every goblin camp in Dunes, yuhtunga, Yhoator, and beyond will remain broken. Crabs will still not be viable in comparison to Lizards. The Oasis camp (and others) from Valkurm dunes won't magically come back. The list of mobs with manageable TP moves won't suddenly increase. It will change NOTHING with the camps themselves, specifically the number of viable XP spots that are available to players, thus it will do nothing to alleviate the problem at hand.
The only thing it will do is increase the the number of players vying for camps in a given level range. Thus increasing the competition and pressure the small handful of functional XP camps that we DO have available. Especially now that we are carrying 3 times the population we were before the dynamic synch range was instituted. Do you really want twice as many parties fighting over Lizard Alley in Valkurm? Two times as many in Pugil Alley in Qufim, or camping over top of each other in Bibiki? Double the synch range will literally have the opposite effect that you think it will.
If you reject that fact, there is nothing I can do for you. And I don't feel particularly sorry for pointing it out or being abrasive about it. It really is a simple concept. Basic math, 4 camps in Valkurm dunes each one capable of supporting 6 players of mediocre skill in their respective level ranges. 12-14, 14-16, 16-18, and 18-20. Current synch range, 10 levels, results in 2 parties at any given camp - sometimes more. Expand that to 20 levels, you've doubled the pool of players that can vie for those camps which will inevitably increase the pressure on them. 4 parties for any given camp in Valkurm.
But what have you done to increase the number of viable XP camps available? Nothing. Not a thing is what. All you've done is double the number of potential players that can inhabit camps that are already under too much pressure. I couldn't think of a better way to make players think I was doing them a favor while I was actually stalling their progress and reducing the competition I'd have for merit camps if I were paid to do it.
Honestly, I already have all my sub jobs 37-40, one job at 75, and another closing in on 75 fast. If you want to shoot yourself (and everyone else that hasn't reached that point) in the foot, by all means. Keep petitioning for an increase in synch range. Doubling the pressure on low, mid, and even high (60+) level XP camps literally won't hurt me in the least. The best thing I could do for my personal character growth is support your bad idea, because it would stall the competition and buy me time to squeeze as many merits as I can from the 3 viable camps that exist for standard merit parties.
Quote:
“Never interrupt your enemy when he is making a mistake.” – Napoleon Bonaparte
Nabutso wrote:
I was seeing like 350 base in early 60s.
I was just there today, IT bird XP at 66 was all over the place. Some as low as 140, others were a base of 200-250. They died fairly rapidly though. Something did seem off, I can't recall an IT mob from retail ever rewarding below 200 XP a kill. But it isn't like it was bad XP/hr.