Quote:
|
Correct me if I'm wrong, but it sounds to me from your description like kill stealing (the way most people mean it) is still quite possible in LOTRO.
|
That's true, but most critical MOBs are in instances, so it's mitigated somewhat. And, again, this is one of those things where fostering a more intelligent, mature community really helps. There are a lot fewer jerks in LOTRO, so it really doesn't happen as often. Really, the main complaint I hear in LOTRO is people "ninja'ing" natural resources, but resource gathering is a free-for-all by design, so tough luck on that.
Quote:
|
It sounds like it is still theoretically possible in LOTRO as well.
|
It is, but the boss respawns are much quicker (since, unlike WoW, they're usually out of the way so it's not as common to wander into them and get wiped out by mistake) and, like I said, most of the "boss-type" enemies aren't quest-related (unless they're in an instance).
For example, consider the Wasterwander bandit you have to kill in Desolation as part of a Wanted: quest. That guy wanders a HUGE area, is usually being hunted by three or four people at once, and respawns slowly. A similar enemy in LOTRO is typically positioned such that he can be completed simultaneously with at least one other quest (which helps cut back the number of people who are hunting him at once), doesn't patrol nearly as large an area, and respawns every few minutes (most bosses seem to respawn within 2 to 3 minutes).
Boss hunts in the main world are really much less of a hassle than in WoW by many, many magnitudes. WoW ruins people on the entire persistence theme because the entire design of that game is complete crap from start to never-ending-lack-of-a-finish. Most of the annoying things in WoW don't HAVE to persist, they just do because Blizzard knows a lot of silly people will keep paying them month after month if they waste enough of their time.
Quote:
|
Now even when its only bound to them for 20-30 seconds thats still enough time for them to run round in circles and keep most mobs in a certain area bound to them.
|
You can do that in LOTRO too, but they don't stay bound for very long if you're running and they're not hitting (as would happen with a high level greifer), so just keeping them chasing indefinitely isn't really feasible. In fact, it's kind of a problem occasionally for farming because it's difficult to get a really good group surrounding you for AoE farming if you're too high of a level.
Quote:
|
You could report them then for griefing in GW 2.
|
Turbine accepts harrassment reports for that sort of thing in LOTRO too.
Quote:
|
Monks don't attack, they heal and what you just described means that a monk will never get a drop.
|
Minstrels, yes. And, of course they will get drops. MOB lock and loot distribution is PARTY based (even if you're a party of 1), not player based. Loot of higher quality can be implemented as a free-for-all system, Need verus Greed system, or a simple Round Robin dice roll (which is basically the Guild Wars version with the ability to "opt-out" of the roll if you want to).
Quote:
|
a spawn site is not being farmed / camped is not acceptable
|
I don't really know how to put this other than... too bad. It looks like it's going to be an MMO, and most people seem happy about that. If you want a 1 player game with a chat room, you might try Diablo 2. Not being snippy or anything, it's just that it seems like you're main gripe here is that it's not a one player game so you'll have to actually compete with other people to do something that is a very minor part of the overall game, and entirely your own choice....