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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