Poopsocking 101: The Rise of the Batphone

Poopsocking: a metaphorical term for maintaining an uninterrupted physical presence during a game while neglecting hygiene

The term poopsock originated during the earlier years of Everquest 1 and carried into the beginning of Everquest 2. In original EQ1, all content was “contested” meaning every zone was open to the public and there were no private instances. If you went to Nagafen’s Lair to seek out the fabled Golden Efreeti Boots from the Efreeti Lord Djarn, you were competing with anyone else who decided to show up. Now you could form a group with other players and divy up loot as you wished, but the game had no mob tagging system. If two groups both attack the same mob, the group that did the majority of the damage earns the loot rights regardless who attacked first. Players often form camps for mobs meaning they set up in a specific area and kill a set group of NPCs on loop while farming for XP or specific items. It is important to note for the following discussion that this is an entirely antiquated system for mob tagging. The majority of MMOs will lock an encounter to the first group to hit the mob.

It is from this contested zone system that “poopsocking” arises. While I can not find any definitive source proving someone actually pooped in a sock instead of leaving their PC, it is plausible to assume it has happened at least once. Many of the major NPCs that players hunt for the best loot may have multi-hour respawns and stepping away for even a few moments at the wrong time could lead to you losing your camp of the mob. While many mobs had specific exact respawn timers, there were a select few that had spawn window, meaning they could spawn at any time during a set time range after death. This was extremely relevant for raiding in EQ1. Given that EQ1 did not have private instances, all raid mobs were contested. Raids of up to 72 or more players would form up when the call went out that a raid mob had spawned. A guild would then race another guild to be the first one with a strong enough force to pull the mob. However, the damage rule still applied for these raid mobs. Even if you weren’t the first raid force to show up and pull, if you did the most damage your force got the loot.

Ultimately, this raiding system led to what became known as poopsocking. Guilds would park players at the spawn points for raid bosses and have a rotation of people watching the mob at any given time. If another guild showed up in force to watch the same mob, the original guild would match them until you had two full raid forces camped out waiting for something to suddenly spawn. Lets look at the The Statue of Rallos Zek for example. This mob had a 5 day +/- 8 hour respawn window. So you would know that sometime between 4 days 16 hours and 5 days 8 hours it would spawn, creating a 16 hour poopsocking window. On a side note though, this mob is special in that killing it would spawn the Avatar of War which is what people really wanted loot from. However, the AoW would spawn in a different location often leading to guilds playing chicken over who would pull the Statue and who would wait to steal the Avatar while the first raid recovered.

In 1999, we of course did not have systems such as Discord. Raiding guilds often had a phone network setup which they would refer to as “The Batphone”. In 1999, text messaging as a means of communication was brand new and it didn’t really take off in the gaming space until 2000. The Batphone refers to a system in which players would have a list of people they were responsible for calling when a raid mob spawned. Each subsequent player who was called would have their own list of people to call. The system allowed for a chance to quickly mobilize players at any given time to kill a raid boss. The system eventually evolved into including texts or group chats, before finally becoming utilized in Discord Servers. On emulated servers such as Project 1999, raiding guilds utilize discord channels and Discord Bot alarm systems when a command is typed into chat. Modern players will sit muted in a channel called “Batphone” and go to bed with headphones or their phone on speaker so that they may be woken up at anytime.

Poopsocking as a system is controversial and does not exist in modern games. The system leads to drama, FOMO, and frustration about active raiding hours. Everquest 2 changed the raiding system to include private instanced raid zones where guilds can kill their own mobs without needing to rely on poopsocking or Batphones. However, they still kept a variety contested raid mobs in the public zones with respawn timers ranging from 8 hours to 10 days. This created a system with opportunities for every level of raider. In my opinion, it leads to some of the very best server interactions an MMO can have. I’ll share some stories from my time contested raiding with Reverb another day.

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Always fun to learn these insane terms and how they come about. Documenting the life and times of these games and guilds is archeology.

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This is the sort of Macrisian early-internet MMO social anthropology I actually find fascinating. You can sort of see the germination of modern internet behaviors here.

It’s all a little silly though isn’t it? It’s like playground antics because the rules of the game promote weird behavior. I think the idea of having these opportunities contested in open virtual space is compelling but that form that competition takes leaves a lot to be desired. You’d think this would lead to PvP scenarios with raids having to battle each other in addition to the hostile NPCs, or the assassination of rival poopsockers but for whatever reason that wasn’t in the game. I think if you’re going to disincentivize or disallow actual competition (beyond poopsocking) then why not make the raids instanced. I think the raid who did the most damage getting the loot is almost more intuitive than modern tags, which are essentially a rat race.

I think there is something here that speaks to a trend within these MMOs even in the early days that true emergent multiplayer was evolving into guild based clades which didn’t really interact with each other the way they interacted with themselves. These days we’ve regressed even further into MMO-as-Quasi Singleplayer RPG in the vein of FFXIV and ESO. It’s obvious that players should seek to order themselves into like minded groups but I wonder if that was somehow the start of the rot.

Either way, good lore poast.

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Its interesting that you bring up the PVP aspect of this. In EQ1, there were areas in the world where PVP was enabled. Mostly in “Arenas”. Notably, the Avatar of War example spawns in one such arena. The contested raid boss is in an open PVP zone where other raids can choose to just kill you if they can outdps you for the mob tag.

EQ2 has also had PvP servers where the contested spawns create scenarios where there is an entirely separate blocker raid force for each guild which has the job of defending the killing raid force from PvP.

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See this makes sense to me as gameplay. I can see why you would want to participate in that sort of competition. Was it faux pas to gank people trying to take the Avatar back in the day or was it an all out scramble?

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It depends on the server. Remember that in EQ1 the penalty for death isn’t just you respawn somewhere, but you leave your corpse with all your loot on it. Its very difficult to recover in a contested situation like that.

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