Justin, if you had a day of Dentin time, what things would you have
him look at and in what order?

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Tue, Dec 1, 2015 at 2:37 PM, Justin Jones <atreides...@gmail.com> wrote:
> Jeremy,
>
> I think I would be a bit less critical if Alter Aeon had been around
> for only a few years, but since it has been in operation for two
> decades, I do not feel the need to be overly sympathetic. If I could
> play the commercial MMORPG games, I would be doing that rather than
> playing Alter Aeon. Unfortunately, as a blind gamer, I am heavily
> restricted with my options (a situation that aggravates me to no end).
>
> I will concede that Alter is definitely a step above other muds. I
> have investigated others and they are either not well supported,
> extremely PVP heavy or have a strong RP requirement. None of those
> options particularly appeal to my sensabilities. Also, up until I
> started playing Alter Aeon, I was not very well connected to the blind
> community. Thanks to Alter, I have plenty of blind friends now (though
> the vast majority of my friends remain sighted).
>
> The best way to explain my harsh criticism of Alter Aeon is I
> recognize the potential it has from transforming from a merely good
> game (which it is) to a great game. It is, perhaps, a quirk of mine
> that my harshest criticisms go toward the things that I recognize
> potential in.
>
> As for your points, we are going to have to agree to disagree and
> leave it at that. Perhaps you might be willing to provide some
> guidance on Alter for me. I am, at the very least, willing to learn
> and improve. Then, perhaps, I might be willing to rethink my position
> on the various issues I have commented on.
>
> My main on Alter Aeon is Morathi, with my three primary alts being
> Sheoldred, Ohthere and Corallyon.
>
>
>
> On 12/1/15, Jeremy Brown <tyr...@gmail.com> wrote:
>> Justin,
>>
>> Everyone is entitled to their opinions.  I'll address some of my own
>> responses to yours below.  Sometimes, it's a matter of your play style
>> or your expectations.  Coming from a long term roleplaying game
>> background like Dark, a mud is never going to live up to my own
>> personal standards of what i'd like from this style of game; but that
>> said, I feel that alter does better than a lot of muds I've tried.
>>
>> I'm going to quote and respond below:
>>
>>  Jeremy, I get that Alter is staffed by volunteers and that Dentin and
>>  Shadowfax have real-life issues to deal with. I get it, I really do,
>>  but some of the recent changes/skill additions have been
>>  mind-bogglingly awful.
>>
>> (Jeremy: A lot of awful is very subjective.  One change that has
>> angered a lot of people is the charisma changes for clerics.  It has
>> made charisma an important stat for now five classes.  However,
>> because charisma was everyone's dump stat, it has caused issues.  The
>> ability to swap stats has alleviated some of this problem, and some
>> other issues with other awful changes are answered in similar ways.  I
>> wouldn't want to pay for a stat swap either if I could help it, so I
>> sympathize with those who don't see that as an option, but saying
>> this change is awful because there's no recourse just because you
>> don't like the recourse is probably not the way to procede.)
>>
>>
>>
>>  Take, for instance, the change where lightcatchers will now have a
>>  chance to break when they are used. Why? Why has Dentin felt the need
>>  to make this adjustment? There is no call to do this? On the other
>>  hand,
>>
>> (Jeremy:  I disagree.  Druid is the youngest class in terms of
>> development, and this is part of limiting the class' power and making
>> it more in line with other powers and abilities on the game.  Light
>> catchers and spell staves make druids one of the most dangerous
>> classes, and causing these abilities to possibly have other
>> repercussions helps to limit that power.  To build new staves or sun
>> catchers takes gold a limited resource, mana and time that the
>> character might have used elsewhere.  It makes sense.  Necromancers
>> run into this problem when soul stones are sucked down  to the
>> underworld with a summoning etc.)
>>
>>
>> Warriors and Thieves need some serious overhauling as there are
>>  entirely too many stat dependencies,
>>
>> (Warrior and thief require at most four stats like any other class.
>> Primarily either strength or dexterity, constitution and charisma.  If
>> a thief is to be successful intelligence is important, but since any
>> sane person will want spells, intelligence will be one of the stats
>> being trained fourth, fifth, or sixth anyway.  I don't get this
>> particular argument, but i'll attribute it to play style.)
>>
>>
>>
>> but most of all, the equipment
>>  selection is not terribly strong?
>>
>> (When I first started playing, a super powerful warrior could hit
>> 40/40 and was limited to hitting.  Now, a super powerful warrior can
>> expect to hit 50/50 without intrinsic hitroll or damroll and more than
>> likely regens mv, has intelligence or wisdom on their hit gear so they
>> can cast mor e of their own spells, can carve many pieces or have a
>> druid friend carve them, and can often do other things while hitting.
>> Again, I am not sure I follow this argument.  In terms of gear, I
>> honestly think warrior and thief have it far better in many ways than
>> other classes.  No, most hit gear does not carry mv regen which would
>> be a warrior equivalent to the manaregen on caster level gear but
>> refresh is a second level spell requiring only a wisdom of 14 or 15
>> and a chr of 11 or 12.  Again, i'll have to attribute this one to
>> difference in play style and expectations.)
>>
>>
>>
>> With the various spellcasting
>>  classes, as a direct comparison, the latter's equipment is fairly
>>  straight-forward in what is optimal.
>>
>> (Hmm, i'm not sure i'd agree.  All casting classes have to decide
>> whether to go with cast level or regen.  Necromancer is the only class
>> where the two often are conjoined nicely and even there, many
>> necromancers can increase their regen by going full bore regen set.
>> However, iagree with you that most of the casting gear is easier to
>> understand once you learn the differences between cast ability, caster
>> level, mana regen, intelligence, wisdom, and charisma boosts, aging,
>> age, and how all of those interact.)
>>
>> Warriors and Thieves, on the
>>  other hand have lousy selections.
>>
>> (Why?  There are a number of 3/3 pieces in the game now, there's a
>> number of lower power pieces with str/dex on them.  Ther'es pieces
>> with mv regen and hit or dam.  I'm not seeing this one, i'm sorry.)
>>
>>
>>
>>  If Dentin/Shadowfax are being overwhelmed by the workload involved,
>>  they can always reach out to veteran members of the community and
>>  enlist their support.
>>
>> (Yes, if they are willing to deal with the possible fall out and
>> issues with how changes are implemented.  Dentin is very careful who
>> has access to and is able to change the code and how much for a
>> reason.  He has a vision for the game and how it should be balanced,
>> and past issues with coding are one reason there aren't more people
>> doing it.)
>>
>>
>>
>> It is a simple problem with an equally simple
>>  solution.
>>
>> (As with most simple solutions, the problem isn't quite as simple as
>> it appears:).)
>>
>>
>>  I am willing to concede that my entry into Alter, and subsequent
>>  opinion of the game, is colored by my experience with mainstream
>>  role-playing games, i.e. games that sighted people have access too.
>>
>> (Such as?  I know my experiences were heavily colored by my playing of
>> Dungeons and Dragons, Rolemaster, and other similar games.  If you're
>> meaning World of Warcraft or similar online things, since they evolved
>> from muds, there's a lot of overlap in terms of how they work, and
>> there's also a lot of differences in terms of business model.  When
>> you have 2 million subscribers all paying 10 dollars a month to play,
>> you can afford more coding, more elaborate setups, and more rapid
>> change.)
>>
>>
>>  Perhaps I have grown accustomed to a higher level of quality/balance,
>>
>> (Quality is subjective.  I have the impression from your other
>> critiques that a number of these issues are different from my own
>> issues with A.A. and probably result from play style and approach.
>> Balanced?  I'm not so sure about that.  A.A. is one of the best
>> balanced games I've seen in terms of no one class being dominant.
>> When I first started playing mage was clearly the most superior class
>> and far outstripped all others hands down and with no question.
>> Nowadays?  While many people feel that necromancer and druid are
>> overpowered, they are frankly new classes.  The other four were
>> balanced over a period of 20 years.  Necromancer has been out 6 years,
>> druid only 3 assuming i'm remembering correctly.  Neither is a
>> significant amount of time compared to the other four.  The light
>> catcher change you noted earlier, and the changes two or three years
>> ago to necromancer minions that caused such an uproar are signs of
>> those classes being brought into tighter balance.)
>>
>>
>>
>>
>> given my background. If this is indeed the case, then I recognize my
>>  failing and will work to correct it.
>>
>>
>> (I'm not sure it's a failing necessarily, but a lack of full
>> understanding.  That tends to be the source of most criticisms of the
>> game.  I played for 7 years before I ever started building on A.A. and
>> it wasn't until I started building that I truly began understanding
>> parts of the game that had always flummoxed me.  It's an amazingly
>> complex interaction of stats, skills and spells, equipment, and other
>> factors that make monsters and players the way they are.  Dentin
>> himself a lot of times has to ask players how things work in actual
>> play because he's not directly familiar with every bit of code all the
>> time.  It seems like to me that some of your criticisms are based on
>> misapprehension of what the powers and roles of warrior and thief are
>> versus caster classes.  Also too, equipment is built by world builders
>> and takes time to catch up with actual needs and changes in the player
>> base, play style, and game changes.  A lot of cleric gear has been
>> updated to include bonus chr now instead of bonus intelligence for one
>> example.  A lot of newer warrior and thief eq is far superior to what
>> was available in older areas, and some of hthat is being updated
>> slowly but surely.  Players want the game to reflect what they see as
>> weaknesses, but the game has something like 600 or 700 distinct areas
>> or racks, new ones are being added to keep up with player demand, and
>> with the limited volunteer staff there's not enough time to update
>> every piece of eq the way it should be as fast as it should be.  In
>> the case of main stream rpgs for the sighted, most of the ones that I
>> see people cite most often are pay to play set ups or are table top
>> games.  Both involve a huge cash investment and require a lot of
>> fiddling with at the design level.  The players do not see that
>> fiddling the way they do with a small mud like A.A. because it all
>> happens invisibly and is paid for.  There's no volunteers, there's
>> people being paid to do grinding work.  It's an important point to
>> keep in mind.  For many points in A.A.'s history there's been less
>> people operating full time.  At some points there was more.  Dentin
>> has made a real commitment to keeping the game playable as a free
>> game.  I like that, and admire it, but it means that people do have to
>> have certain expectations different  than with mainstream games.  Also
>> too, one last thing: Alter is, was, and continues to be designed just
>> as much for sighted people as for the blind.  Making a distinction
>> between it and mainstream sighted games struck me sort of mfunny.
>> Dnetin's catering more to blind players as we make up the majority of
>> the player base now, but the game didn't start out that way, and only
>> slowly has evolved that way.  When I first started playing, it was a
>> different thing ieentirely to play on the telnet clients and to have
>> to react at speed with no triggers to a changing environment.  Mush
>> has so much ambient sound, and msp sounds have added so much, that the
>> game is hardly recognizable in those terms.)
>>
>> Take care,
>>
>> Jeremy
>>
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>
>
> --
> Justin M. Jones, M.A.
> atreides...@gmail.com
> (254) 624-9155
> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
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