Posted by McDonald on 01/20
Someone asked me a very interesting question.
When did I think things started going downhill on this mud.
Well this is not in order, more like which things sucked the
most. Did I miss anything?
1. When chars were rerolled! This is when I deleted Beam.
Haven't really gotten into this mud much since.
I guess technically this was when the new fight system was
put in. It was put in primarly in my opinion cuz this was
primarly a mud about dex. Oops, it still is, Doh!
2. Removal of sanc rings/Removal of healing wells/xp system
change
Though that all didn't happen at same time, it's kinda
lumped together. Made mob killing not much fun in my opinion.
Don't forget this is what made the change from it being boring
at lvl 8 too it being boring at lvl 40-50!
3. Hrm, i guess 3 is pkok, though not for me really.
Haven't even tried it much. Did pk once for contest, but
haven't been able to get into it. Got unpurged and lvled
from 40 to 49, but then found out Gho playing a neat mud.
haha.
Actually I kinda like the pkok, maybe I'm just lame, but
things were cool when the old old grendels where the jerks
and secretives fought them. When mercenaries started
wolfpacking thats when pkok was needed.
A coincidence this happened about 98 with the rise of aol?
Doubt it. -Gang Sign- how pathetic, haha, but this wasn't
supposed to be a flame about them. As I said things had
already kinda gone sour by then.
For the people that ask, well why do you post, what are
you doing here. Well I probably put in around 10000 hours
on a couple chars, and have played this mud longer than
any other by a huge huge margin. It's the only place
that I know people. Heck this mud is how I know people
on other muds, etc.
Still love the History theme, too.
Lastly this might sound like I'm flaming the imms, but
that isn't my point. I'm sure they are trying to fix
things, but quite a few people have said that the above
changes took the fun out of the mud.
Maybe things will be fixed yet. Kinda doubt it though.
Let's declare this a mush! Pkillers if a Rper makes you
mad, emote I kill you. I cut your throat etc, that will
freak them out :)
From: Ganymede
Thursday, January 18 2001, 05:28PM
I'm with you on some of what you're saying here. I don't really think
sancs and wells should come back (it would be useless of me to say so
anyway, because they never will) but I do think xp-ing on Legend has
some issues.
1) Unless I run with a healer (which is rather difficult to do at low
levels and not always possible at high ones) xping is 20% fighting
and 80% resting. Even for a character with no self-healing ability,
that's just too much idle time and it's not much fun. Is it possible
to smooth this out a bit? Perhaps mobs are worth less xp but they
do less damage?
2) There is no reward for taking greater risks, and a lot of people
think there should be, including me. It's more fun to use strategy to
kill something far bigger than you than to kill 50 mobs your size, and
that's why players naturally try it a lot. But there's no reward for
success. I was proud of my level 35 non-mage who managed to solo a
Klein guard at level 35, until I realized the xp I got for using almost
all my xp would have been the same as 4 wildebeests with no risk at all
and taking far less time. In RL there are often greater rewards for
taking greater risks, and Legend should be similar.
But then you lost me when you started bashing roleplayers. If you want
to be listened to you probably shouldn't insult a group of players that
way outnumber the so-called 'hardcore' pkillers. I happen to think both
are fun and can and should be done together when possible. But if all
you want to do is kill kill kill, maybe Legend isn't for you.
Ganymede etc.
From: McDonald
Thursday, January 18 2001, 07:13PM
Shrug, I got no problem with roleplayers per se.
I just feel, maybe wrongly that a lot of the changes were made
to cater to them. What has been taken away? The fun of hack n
slash type killing.
Actually I wasn't flaming roleplayers at all. I was flaming
Mercs who I considered punks. Not because they roleplayed, but
because they roleplayed gangmembers because it fit in with
their highschool punkass mentality.
As for the comment about Legend becoming a mush, well there
is nothing wrong with mushes per se. You could take out all
the mob killing and make it all roleplay and some people
would still enjoy it I think. Not me personally, but not
because I don't enjoy roleplayers. They make the game a lot
more fun, but I would miss the enjoyment of mobkilling.
Actually I never did a supreme amount of pkilling anyway.
Wouldn't consider myself a hardcore pkiller. What I always
really enjoyed was the challenge of soloing really hard mobs.
Sure fighting a live person is more exciting sometimes, but
I don't complain about a lack of pkill much. I always
complained about the changes above that made mobkilling no fun.
Make mobkilling no fun, you turn the mud into a mush. No offense
to the roleplayers. Does that make more sense?
From: Angharad
Friday, January 19 2001, 08:30AM
'a lot of changes were made to cater to them (RPers)... The fun of
hack n slash type killing'
In my (not so) humble opinion, the changes that affect our ability
to fight were made in the name of balance, after some people
complained that various items or abilities were unbalancing in
pkill.
I can't recall one non-pkiller who asked for these changes.
I'm probably missing something here, and would like to know why
you believe hack n slash type killing in mobkill (which seemed to be
the point of your post) is now gone due to catering to RP'ers.
Angharad
From: Maple
Friday, January 19 2001, 09:11AM
i killed a klein guard at level 35 too as a non-mage. but it makes
a lot of sense to grunt through 4 wildebeests. its a lot more boring too,
but thats just the way the game is designed.
From: McDonald
Friday, January 19 2001, 11:26AM
Your right the changes were made in the name of balance, but in
truth they screwed over mob killing.
But who made these changes? Imms, imms that have said that they
care very little about pk. It also seems they care very little
about mobkilling. They remove the solo aspect of mobkilling from
the game to encourage the social aspect of the game.
Your right, the changes weren't exactly made for rp, but their
is a clear bias towards roleplay on this mud over hack n slash mob
killing fun. Notice I'm not talking about pkill, I'm talking about
mobkill. Shrug, its just my opinion.
From: Testboy
Saturday, January 20 2001, 12:48AM
-nod Mcd- "to encourage the social aspect of the game"
Add one healing room / era where regen is increased like
on AOW or campfires from Dragon Swords and everyone gets
what they want. Healers are still desirable on those MUDs.
From: Vampyr
Saturday, January 20 2001, 03:21PM
hey testboy you play dragon swords?:P
From: McDonald
Saturday, January 20 2001, 10:11PM
Testboy has tried them all :)

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