Skull REALLY. 30 people camping 10 mobs. Thing your quests through. Put meaning to them, not just fetch quests.
Do you not remember your screw ups with one ??? on new content and 100 people lineups?
Skull REALLY. 30 people camping 10 mobs. Thing your quests through. Put meaning to them, not just fetch quests.
Do you not remember your screw ups with one ??? on new content and 100 people lineups?
Last edited by Skirata; 09-23-2011 at 08:52 AM. Reason: Thread title changed
It's Called congestion. This is what happens at the begining of every level cap raise: so many people trying to do the same thing.
All you have to do if you don't want to deal with it is wait 1~2 days. by then most of the people will have done the quest and thus not many will be crowding up the camps.
.......this happens every single update. It's nothing new at all and it's somthing SE can't change. so the way I See it you have 2 options:
1: deal with the congestion and fight with other at the camps for the items
2: find somthing else within the game to do.
Or I guess you can do the unconstuctive option 3:
Whine on the offical forums pointlessly about a problem that both won't be magicly "fixed" by SE and that goes away after 24 hours.
.
They need to look at the item and exclude the ones with very few mobs to cause that. Other items have 40 plus mobs, skull has very fight, then theres the one from dunes. They got to think.
You won't quit over this. Not if you're addicted enough to make a ranty feedback thread. No way.
That was the attitude that the Dev Team had back in the CoP days. Then a large chunk of the players quit because they got sick of how things were run.
Basically the attitude of "bad game design is OK because they are addicted and will keep giving us money" isn't a feasible long-term business model.
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