Well mike, if it is the case that you must! group for the higher level
areas, then frankly I'll probably stop playing completely at that point. I
don't mind doing extra work to become tough enough to take them on, or
waiting to do them solo later than someone who groups, but I don't like the
idea of being forced! to group to do such things, sinse as I said grouping
just is not my thing at all.
Thankfully, Dentin has said quite definitively that grouping is mostly
unnecessary in the game unless you actually want to, so I'm hopeful that
when I get to the main continent I won't have too much of that sort of
trouble.
Beware the grue!
Dark.
----- Original Message -----
From: "Mike" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, February 08, 2012 2:06 PM
Subject: Re: [Audyssey] Re Getting Back into Mudding
I see your point, and I like your idea. But remember this. You're only on
the newbie islands. You haven't even made it onto the mainland. I soloed
most of the newbie islands, but once you hit the mainland, everything
changes. You and your fiends won't be able to take on some of the much
harder enemies in the game, and unless those NPC's are majorly powerful,
you'll be screwed.
Mike.
On Feb 8, 2012, at 6:20 AM, dark wrote:
Hi.
I must confess due to training with my guide dog I missed the aniversary
and indeed Christmas and Halloween specials, ---- annoying I know but I
have been waiting to get a dog for over two years.
One thought that does occur to me regarding grouped specials, is maybe
for those special events give an option to solo players to join groups of
npcs.
Sort of like if there is a nasty invasion, the king either recruites
groups of adventurers to go and stop it, or solo adventurers to lead
groups of his royal guard, royal mages etc against the threat.
Obviously human groups will be more flexible and probably stronger, but
this way solo players stil have the opportunity.
I've recently been playing a lot of the old Eamon text rpgs, sinse a new
convertion of the windows Eamon deluxe program (with a special vi access
mode), is just being developed. There, though the adventures themselves
are all single player, you frequently get companions to help you out in
combat, and sometimes perform other functions when specially programmed
to, ---- indeed some of the tougher adventures I found myself just using
the heal spell to keep companions alive and the blast spell to damage
enemies, while they did the actual melee fighting, hence my idea for
Alter.
NEcros can already have minians to help, but when group areas are already
scaled to take into account that groups of players will contain
necromancers anyway, the advantage can balance out, or so I've found in
areas like the blackwater hollows, ---- which I'm going to level up a bit
before tackling, even though I should! be the right level for it now.
I imagine hard line group players won't like this sinse they'll want
special advantages to playing in groups, --- -but for those who are! solo
players I think the bennifits could outway the harm, and obfviously a
group composed of human characters is probably going to be better, or at
least much more flexible, than a group composed of one solo player and a
bunch of monsters.
When i first tried Alteraeon, I looked forward to grouping, but in
practice I found I liked it less than I thought. Being dragged around by
the folo command without time to read descriptions, and people taking far
less regen time than me and so getting annoyed.
Of course, I'm probably not the best designed character for grouping
anyway, but still if I found grouping more to my taste I probably
would've trained group abilities a bit more.
Just personal preference of course, I know some people love
grouping, ---- and that's fine, indeed it's one of the strengths of
alteraeon that group and! solo players are very much supported by the
game, I'm just suggesting a miner rebalance to insure that support in
future specials.
Beware the grue!
Dark.
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