On the subject of recent events (particularly the aniversery
one), they're designed with player cooperation an teamwork in
mind. For the aneversary event, there was a 80 member group and a
20 member group. The 20 member one (which was the one I happened
to fully participate in), barely managed to succeed (we had
almost all the high level players on the mud), with under 100
deaths. If this were to be done by mobs, the group would be
creamed. Not only would you not have the experienced players
leading it (unless the solo person was experienced anyway), but
if said solo person died, the group would be toast. To give you a
specific example, we had a bunch of mages in the group. They had
around 200-400 hp, and died in one firefield, i.e: in the first
few seconds of battle. If this group was made up of mobs then one
battle would be the end of it.
----- Original Message -----
From: "dark" <d...@xgam.org
To: "Gamers Discussion list" <gamers@audyssey.org
Date sent: Wed, 8 Feb 2012 11:20:26 -0000
Subject: Re: [Audyssey] Re Getting Back into Mudding
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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