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Post by DaHart85 on Mar 31, 2004 19:07:45 GMT -5
Might as well put more in the game, I'd guess that 95+% of the quest eq in the game is in cryo. If not more.
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Ciara
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Posts: 173
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Post by Ciara on Apr 1, 2004 7:11:35 GMT -5
Might as well put more in the game, I'd guess that 95+% of the quest eq in the game is in cryo. If not more. Just because you all are cryo'ing it and not using it is absolutely the *last* reason we'd put more into the game. If you have it, use it.
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Post by pixie on Apr 1, 2004 19:51:47 GMT -5
Speaking of meteric tons of eq in cryo, players we havent seen in ages and on and on, when is the next kleen?
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Post by DaHart85 on Apr 5, 2004 15:16:19 GMT -5
It doesn't really matter Pixie. I know a lot of people with special items that heard about the kleen from friends in other places, came in, saved their chars, and I haven't seen them since.
EDIT: I understand your point as well Ciara, but people just don't use it. :-(
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Post by CrazyCorb on May 1, 2004 16:36:51 GMT -5
Not sure that anyone cares but when i was playing I wouldn't bother in running quests unless there was a prize i wanted, or I thought it was a hard enough quest that the prize was going to be good. I can't be the only person who played like that. Anyways you start putting upper end quest items, not druid rings and such, you'll get much better turn outs to your quests. But what do I know.
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Post by Arizhel on May 2, 2004 13:31:44 GMT -5
Sure, when the game comes back up, I'll run a 3 item scavenger quest for a phaser. Unfortunately for you guys, the three items are all assembly quests, each part of which also requires assembly. Oh, and the parts are limit 1 and !rent. And if you believe all of the above, I have a nice bridge to sell you....
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Post by Arizhel on May 2, 2004 20:26:16 GMT -5
Killing a bazillion mages over and over and over and over and over is hard?
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Post by Arizhel on May 3, 2004 6:19:01 GMT -5
Okay.. just a few things. 1) Mages are disgustingly easy to level, and have been since spell exp went in. 2) Running xp on a 0-remort character isn't exactly like trying to break into Fort Knox or anything. 3) 30th level mages can be bought for a paltry few mil, saving you quite a bit of time. (assuming the 1m/hour that you talked about) Hell, you could probably trade a piece of nice eq for several of them. 4) Regenning mages for 40 minutes while you look at porn isn't my idea of hard either. 5) I'm sure you probably already had a ranger, and didn't just make one to run Onivel. Any player worth even half his salt has a ranger. 6) All those mages can be used to run other stuff, even while in the process of 'building up' the squad to run Onivel. In short, I think the effort invested is vastly outweighed by the reward. There's time involved and not much else. I personally would like to see the concept of the suicide mage dry up and die. I'm not trying to be an ass to you personally, and I'll apologize right now just in case I came across as if I was. It's just something that I feel strongly about, and that feeling is that the 'mage squad' is a blight upon the face of Jedi that needs to be removed. I will say this about the Onivel statue: I do think it needs to be runnable by a group. It's ridiculous that one person with 40 mages and time to kill can nail a mob, while a group of eight skilled players simply gets slaughtered. Anyway, yeah. And stuff.
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Post by Dank on May 3, 2004 14:29:48 GMT -5
pardon my game ignorance, but since i've been a board whore these past few months, i've come across the term 'squad' several times.
what does 'squadding' a mob mean? like four nekkid same-owner mages setting a gate and then summon/wodding the poor mofo to death?
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Post by Theman on May 3, 2004 20:09:12 GMT -5
Sohei? Doorman?!? Disarm and lique thru glow is totally useless...
Theman who has had not insubstantial success running eq with a sohei
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Post by Arizhel on May 3, 2004 21:38:15 GMT -5
Eh, I can concede the point that not everyone knows enough people to get into an equipment group. I'll also concede that maybe, just maybe, not everyone knows what they're doing once they get -into- an equipment group, and therefore get poor results. Maybe I should start recruiting n00bs and social outcasts to run eq again. That was some damn fun stuff. We'll see once the game is back up, and once I'm not freaking working six days a week. I will say this: I've been known to use mage squads in the past. At first it was like "Damn, cool, look at all the crap I can reset!" After awhile, it just plain got old. I haul em out once in a blue moon to mow down Drakken Ru, since everybody's piss-pants scared of that mob (with good reason -- Tam designed that bastard) Now, from an administrative standpoint, I see how destructive it's been to the game in general, and I sit and wonder just how we can recover from it. There's so much "rare" crap that's been trampled into the ground, it's damn hard to find a time when there's not 2-3 diadems and like 5 sets of arcanes in. Basically, there's so much eq in the game that it's hard to run eq. The irony kills me. So, now that we have the ranting aside, how do -you- suggest we encourage the equipment group again, and put the nail in the coffin of the so-called mage squad? You've probably answered it before, but I'm asking for a condensed list of ideas, rather than having to pick through the vituperative rants.
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Post by Tarbal on May 4, 2004 10:04:35 GMT -5
ill prolly burn in hell for saying this...but i know that i have played gatekeeper for a mage squad to mow down such mobs as pit fiend/ru/and others....so maybe losing gate would help...i also like the idea of a fido mob that regens when he eats a corpse....
someone some time ago mentioned doing away with the in-game limit on eq....that way an eq group formed at noon with 25 players on would still have a chance of popping eq....i think that is a good idea...as it is now it is hard to get the ppl together to run a group...if you do get those ppl on then you usually have several other ppl on with the eq you would lik to run....maybe if we cu the load percentage (gasp...did i say that) and do away with in game limit....yeah...it would take more resets...but eq groups would become more popular i think....and you could run eq in the middle of the day or anytime no matter how many ppl were on and what gear they had...anyways.....just an idea...dont know if its a good one or not....
mike
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Ciara
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Posts: 173
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Post by Ciara on May 4, 2004 11:13:30 GMT -5
Let me say for the record: Load Limits will NOT be going away. So, before this topic swings off on that tangent, I'll stop it in it's tracks. This is a game and there are choices to be made: do I run X eq or do I try to buy it from someone who's got time to run it? do I wear 400 lbs of Levelling eq to get the best stats I can or do I wear 400 lbs of damage eq instead? The idea is not to make it so every piece of "good" eq can be loaded at any point in time. The idea is to have enough various pieces of eq so that people must make choices as to what they want to wear and what they want to run and how they want to develop their character. That is the ultimate goal.
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Post by Aneyou on May 4, 2004 13:54:45 GMT -5
This is mainly to Ariz on her question of how to stop mage squads and Im sorry if theres some ranting in there but anyway. I know alot of people don't take me seriously, but I may know a little more about this game that most would expect. So to the point. Basically, the only mob that a mage squad can "run" to without using gates that is worth the pain of killing and regenning is Onivel. Most others are too far, and the mage would either run out of moves or just only get one wod in. So, this is exactly where gates come in. Now there are many ways to block gates and/or just plain make mobbing impossible. Firstly, exactly what Farb said about making mobs regen a bit when they eat corpses. Mage squadding produces alot of corpses..alot. Secondly, a mob can be set to "eat" gates, so no more gate assuming its in the same room. Thirdly, !magic rooms but then the question always arises of that !magic room affecting a group that wants to run the mob. Fortunately for Jedimud your nice coder Unicorn implemented a room proc that resists only certain spells so wow, a room can be !gate and all other spells will work, or even better, the room can be !gate and !wod. In fact, if you dont want mage squads running your zone..or you hate mages you can make the entire zone !gate...now wouldnt that be nice. Of course there will always be ways around these kinds of things such as a second someone just getting and junking corpses if the mob isnt aggro, so that they cant eat it. gating two rooms away if the mob eats gates or that room is no gate. But then of course, as these smart cheap mudders(such as myself most definitely) find ways around these barriers, so can the admin/builders find ways around their tricks. Blocking mage squads without making a mob resist magic and retardedly impossible is very very possibly using the multiple mob and room procs that are available, if the builders of the zones take the time to look through the lists. I dont believe unicorn added the resist certain spells proc to worldbuilder yet but I know its in. For Charis also, I'm pretty sure you all know of that, this is for the main public that dont, but you can use those procs very usefully in Doom.Fun Fun Fun and more Fun. So Arizhel, there are some ideas that Im sure alot of people thought of already but I might as well state them. Have fun. And yet on another topic, regarding to Ciara not taking away load limits. Well of course not, when theres a problem with something, you fix it, dont throw it away. And yes, there are problems with load limits whether you want to accept it or not. Im not sure but most items are either load limit 1 or load limit 3(not talking about short swords etc obviously), even the items that are worn in 2 slots. 2 rainbow charms per good cleric and 3 is the load limit, should be 5 as that would be fair. it takes 3 people wearing a single slot item to block a load while it would take 2 people(or 1 and a half) to block loads on such things as rings, charms, bracelets, medallions etc. How many people must complain that they cant stay up at night to mud because unlike alot of others, they have a real life? It is impossible to run an eq group on most days at anytime between morning and night as everything is over the limit. Im not saying that people should be able to load anything at anytime...but Im saying that if 20 people are on the game, stuff should be able to load, seeing as you need 1/3rd of those people to form an eq group. Sit down, look at how much stuff is in the game on an average day and raise the load limits accordingly, maybe by 1 or 2 or 3 depending on the item. But of course, this is your game, do with it as you wish. By the way Farb, I dont really plan on playing here anymore, so I have a silly ring for you and if you read this Corb, you can have back all the stuff I bought from you and more if you want to start playing again as you always do... I'll just give you a big jumpstart.
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Post by Cordelia on Aug 11, 2004 8:18:18 GMT -5
Even before I read this thread I was biased towards load limits and stochastic loads. After reading the thread, I concur with Ciara 100%.
The problem is not with a perceived low max rate for certain items in the game, but rather what all mature games face: a mature player-base i.e. a player-base that already has stellar equipment, and is certainly capable of running equipment. It's an inexorable process - running equipment begats increased ability to run more and better equipment which eventually leads to a situation where equipment load begins to fall because there is too much equipment in the game -inflation bites.
Despite my hiatus from the game at times, often measured in years, running equipment is relatively easy compared to back in the day due to the lower playerbase. The argument for increase load rates or rather, increased max load is a logically unsound one because the premise infers that one almost has a right to equipment.
If you want a Monty Haul MUD, then go right ahead and raise load limits across the board. On the other hand if you want a challenge, then accept that you may not be able to run x item at a time of your choosing.
In fact, if anything the max number on fluctuates wildly these days. Of course, being a BST player (UK based), helps because I usually play before the US players either wake up and/or get home (with the exception of Rocker, who shuns sleep in favour of running [item description removed!] ..).
The real reason that I suspect people do not run equipment frequently is that they either have the equipment that they need, or the equipment they want is rare, high-end/quest equipment. Also, it's the social factor i.e. people stick to their own Clans and run with people that they trust to avoid the inevitable b*tching, whining, clueless play.
I would posit that due to being burnt in the past, running an equipment group with unknowns is more trouble than it's worth.
Ironically enough, in the last couple of days, I have witnessed several exp groups and one or two 'open' equipment groups. Wulfgar ran an equipment group recently, I believe.
Man! I remember logging on to 150+ players and someone trying to hustle lil ol' newbie me into parting with 100k for a BK Visor due to the non-existent load rate due to the sheer number of players in the game. No, I didn't pay because the shyster was too obvious with his hustle.
Regards, Cordelia
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Post by elveron on Aug 11, 2004 12:34:11 GMT -5
Well I guess I will post about this.
I have played jedi in the past when load limits sucked. I mean I remember the days of college when I use to get up at 4 am to load super stabbers because otherwise it was impossible.
I would recommend a few things to fix the problem of eq that worked in the past on places I have been, in fact I used them.
1)Change the Kleen proc. Set all immorts to !delete, then assign someone to monitor login of immorts. IF not here in say 6 months, there gone, end of discussion.
2)Set a kleen proc of what ever you want (don't know the current one) and follow it. Don't announce your going to do a kleen of the playerfile, just do it. That in itself eliminates all these people who only log in once in a blue moon when there friends mail them and go uh-oh jedi just posted there kleen you need to log in characters.
3)The un-anounced kleens will eliminate a lot of forgotten storage characters.
4)Trust me on this I hate this one, but it works, raise rent on stellar items to insane amounts for a bit. That way for people who store items it will seriously cut down on mutliple items if the rent is super high.
Example: So and So has 20 diadems, between all his characters, they now rent for 2M each, guarantee 20 may not seem very worthwhile now.
5)Listen to the mortals (yes I am one of them), review the load limit max/min some may be too harsh, you almost always find a few that are too low and a few that are too high. Get a list together, whoever's decision it is make it, post it on the board and be done with it. We will all complain, rant, rave and everything else, but were live with it.
That is just my thoughts on the topic.
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Post by Cordelia on Aug 12, 2004 7:35:33 GMT -5
Elveron,
Correct me if I'm wrong but surely load limits (max limits) refer to items existing in the game i.e. currently on a player logged on, and not existing in the rent file?
If this assumption is correct - max load only refers to items in game and not in rent - then I still cannot see the problem with storage characters.
Of course, if the load limit for certain items refers to items in the rent file, then that's a different matter.
Again, I would posit that load limits used to suck because of the large player-base that used to exist back in the day. Also, whilst I do agree that nothing should be set in stone and that there ought to be periodic reviews, stellar items should be rare and the effort in obtaining them should be commensurate with the reward.
** If the OLB is an example where we can measure apples with apples and not with oranges, then load limits refer to items in game and not in the rent file. I proved this myself the other day by loading an OLB.
Regards, Cordelia
For the record, I don't think min/max loads or stochastic loads should be in the public domain. Snap formulaes.
<Disclaimer: everything written IMHO, of course ;)>
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Weeds
New Member
I plan on living forever. So far, so good.
Posts: 31
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Post by Weeds on Aug 12, 2004 8:58:48 GMT -5
Jedimud is very unique, and squads are part of its uniqueness. I dont know why there is such a push to do away with squads. I've seen the amount of people on, and its pathetic. So at this time soloing is almost all a player can do. Eq groups are rare because of the inexperience in the mud. I love running them, but like someone mentioned before, I will only run it if its with my fellow [SWANK]ers or trusted members of the past, ie. tam and arie. (Believe me, I've tried running with inexperienced players, at least they can now run a corpse retrieval group pretty well) I do think that the mud has a stunted growth because of all these changes to make mobs harder to run. I dont even bother with jupiter anymore in an eq group. Its not worth the aggrevation, and I rarely see lbolts in so it would be clutch to run. Soon those who know how to run it will die off and the new members wont have a clue and they will never run it. So all the changes that were made to jupe will soon be moot due to the stunted experience on the mud.
My point? it would be nice to see more eq groups. but it wont happen with the crappy load limits. So our next best alternative is to squad. Its the best option we've got. So we live with it.
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Post by Cordelia on Aug 12, 2004 11:32:08 GMT -5
.
Weeds, accept your argument re: trusted members, because for my money, inexperienced players like myself can be taught through cold, harsh experience i.e. CR and try, try again, but what you cannot instill into players is courtesy and manners. If someone is pig ignorant then you're wasting your breathe trying to change their behaviour. Fortunately, such types are very much in the minority and are easy to spot.
Where I disagree is that all of the playerbase must have been inexperienced before and you only get experience through trying, failing and learning from your mistakes. So I'm a little bit more optimistic than you are about EQ groups.
Where I do share your pessimism is with the playerbase. If old hands retire there is not a large pool of newbies to take their place. We need to actively encourage people to dip their toes into the water and then retain them.
It's Risk vs Reward once more -- I've never been one to be afraid of a challenge in MUDS and/or MMORPG's. It's these experiences that push you forwards and force you into being a better player. So while I don't mind newbies (I myself, still consider myself one to a certain extent), the biggest problem that we face is of diminishing members.
Right! Weeds has inspired me into running an open EQ group one of these days. Don't worry: I intend to start small i.e. running certain zones and working upwards, learning how each class functions in a group, ensuring that the group gels etc. So maybe start with 'easy' EQ runs and then gradually progress to harder and bigger targets.
Running Jupiter or Saiwyn straight off the bat is asking for return to the Temple or Welcome Centre in a blink of an eye, as well as a nasty CR.
I know of a number of players in my situation who've taken extended breaks and are just getting back into JediMUD again -- so I'll start to put the 'feelers' out and get an idea of whether people would be interested in starting open EQ groups on a smaller scale rather than wishing to run x big mob.
Regards, Cordelia
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Post by Cordelia on Aug 12, 2004 11:45:58 GMT -5
One potential pitfall with the amount of inexperienced players on the MUD (I see this as opportunity rather than a crisis), is that for high-end gear - thinking ahead - certain classes are critical and without those classes, running certain mobs is next to impossible. While inexperienced players like myself can learn, grow and gain experience unless we have players willing to fulfil those vital roles then it will be a tremendously difficult task. Whilst onerous, not an impossible obstacle to overcome, with the right planning. I can just imagine the following conversation: "Hi Foobah! Yeah, we're getting an EQ group together - are you interested? You are? Good! Ah, there's just one, tiny problem that I normally wouldn't mention but it's kinda important, y'know. Well, I know you've spent 284 days running Jedi, and you're on your 4th remort .. well, y'see, we need you to run a Ninja. What? Equip you? Now lemme explain the other problem ..." Regards, Cordelia <mental note to self: write a newbie guide and think about requirements for running an EQ group - in the medium to long term>
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Weeds
New Member
I plan on living forever. So far, so good.
Posts: 31
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Post by Weeds on Aug 12, 2004 12:30:26 GMT -5
Cordelia, you are right, cold hard experience can make up for inexperience, I learned once myself. But what I tried to get at is with the difficulty of the mobs at the point they are at I stopped risking even putting 1 inexperienced member into my eq group. All it takes is 1 person to get everybody killed. Most learn their lesson, as you said, and I know I've been responsible for many deaths, but with making mobs like Jupiter hard for experienced players even if an inexperienced player snuck into the group, that person would still not get any experience on jupiter.
But as for soloing goes, the small playerfile reflects a need for soloing, most of the time even if people were willing to eq group, all the necessary classes still arent fullfilled. Its like pulling teeth trying to get the required classes together.
I could successfully and easily run auggie, kermit, count, anti with 2 clerics(lead, back-up), a ranger (tank/debuffer), a ninja(defend bodyslam), and a bard (debuffer). Jupiter and ru requires 3-4 clerics, in case you might not have remembered. No need for warrior anymore, rangers rule with dodge.
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Post by Cordelia on Aug 12, 2004 15:11:12 GMT -5
But what I tried to get at is with the difficulty of the mobs at the point they are at I stopped risking even putting 1 inexperienced member into my eq group. I see your point now. Y'see, I've never played to the point where I've been in a position to run EQ - my highest character was a level 29 Antipaladin with 0 (zilch, nada, niente) remorts. In saying that, do you not think that this is how it should be for extremely high-end mobs? Unless one has commitment, willing to learn and put in the time and effort to get that experience and run with a group who will accept them, than a good chunk of the playerbase probably won't run or be able to run Jupiter? I'm not making an Elitist case - rather that if you want high-end EQ then you will have to raise your game (Risk vs Reward). However, from your post, your experience would suggest that Risk far outweighs the possible reward - so much so that you cannot even blood one inexperienced, or semi-experienced player. Your next point is the most telling and one that I agree 100% with: Agreed. I've seen around 20+ players on recently, but maybe not the right balance for EQ groups unless a Clan has got players together, or a very tight bunch are running. That said, I still think there might be a case for EQ groups - not just the type of EQ that you or others would categorize as an EQ group. Hmm .. actually, upon reflection, we need to categorize what the high-end players would call an EQ group (you've mentioned some of the mobs below). I suspect that what I am referring to isn't an EQ group - in fact, it damn well isn't . I think for clarity's sake, my idea is more forming a group for mid-range items/mobs rather than a 'classic' EQ group. Best to start with achievable ambitions than shoot for Saiwyn and end up on a nasty CR. Things have changed since I played on a semi-regular basis. No place for a warrior - must admit, I was surprised by that one. Also, surprised that disarm wasn't mentioned as one of the skills that you would need in an EQ group. Jupiter and Ru? Heck even Auggie, Count and Kermit were out of my league! Not surprised that high-end mobs took 3-4 clerics. I actually did run on EQ groups on Holo but you cannot translate between the two MUDS because they had completely different requirements. Thank you for posting the basics and illustrating just how difficult it is to run EQ groups. Also, thanks for providing a working definition of what an EQ group constitutes by way of targets. Appreciated! <You feel your knowlege rise!>Regards, Cordelia Hmmm my ambition for eventually creating an EQ group was a fantasy that Walter Mitty could be proud of! I do intend running a group at some stage, just not what we can categorize as an EQ group. Once again, thanks for your illustration, Weeds.
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Tam
Full Member
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Post by Tam on Aug 12, 2004 15:24:34 GMT -5
Well.... I've been hanging out silently but I think I'll toss in a comment or 2 at this point.
Inexperienced Players ---
Inexperience can be difficult to deal with, but the way to handle it is fairly straight forward. The trick is to add inexperienced players as -extra- members of the EQ group. If your EQ groups consist of a Ranger, Cleric, and Ninja, adding a Jedi as an extra hitter isn't a big deal. So then the Jedi sees how an EQ group functions and learns that it might help him if he made a Ninja. Lots of people feel they have to stick to 5 or 6 members of their EQ group. While this can fulfill any needs to give yourself a better chance at dierolling for whatever you reset, it doesn't help you in the long run when your buddies aren't logged in and you find yourself camping on a philosopher's stone for 8 hours.
Load Rates ---
Unfortunately, everyone has their own opinions on what rates are good and what are bad. Some people think that everyone should have access to the best gear, while others think that you should spend significant time trying to get it. Perhaps one of the most famous arguments to this end is "just because I don't play 24/7 doesn't mean I shouldn't be able to get a diadem". For some this makes sense, for others, it doesn't. It's not just the high end eq that people will argue about though. Some of the smaller eq can be argued about just as much.
Personally, it drives me nuts to see piles of squirtguns and jeweled scimitars lying around. This sounds stupid, but I'll explain.
A squirtgun takes any newbie from doing 1-8ish points of damage a round to 20ish. A scimitar takes them even higher. Instead of killing a mob in a few rounds, they drop mobs their level in a round or 2. So what happens is that instead of "leveling" and "learning" from levels 1 to 10, a newbie power levels to 10, never dying.
Next, they go looking for more challenging mobs and end up finally dying in a rough zone. After this they panic and immediately scream for help. If they had taken a few knocks from levels 1-10 and actually learned from them, they could react faster. They'd instead say to themselves "crap, I died. Ok, I need a raft, some waybread and a yellow banana to go get my corpse". Then'd they rush off and successfully get their corpse back.
Who's to blame in this situation? Is it the person who enchanted and dropped the squirtgun into the donation room? Maybe. Is it the writer of the zone who put a high load limit (ie: how many can be in the game for the item to reset)? Maybe. Is it the newbie, for not sticking to "newbie zones" at first? Maybe. Everyone will blame everyone else for any given problem in the game but when it comes down to it, there are usually a number of factors that can change any given situation.
One of the factors mentioned in this was the amount of an item in the game. Another factor was the amount of total players. Another was mob difficulty. What gets me is that people seem to be afraid to experiment anymore. This brings me to another point.
Experimentation ---
This sounds like a joke but "how many newbies does it take to kill Siawyn?" Does anyone know how many players can be in the room before Siawyn armies? Has anyone casted 'info' on him to see how many hps he has? Does anyone bother to do this stuff anymore, or do they assume that you should be able to kill every mob in the game with 6 people? Yes, these questions are rhetorical but they're meant to get you thinking. If you have 5 veteran players, maybe 3 newbies will be able to make up for it in an EQ group. You never know till you experiement and learn.
I've played this game for almost 12 years (in November). I -still- to this day learn new things. Why? It's because I'm a knowledge sponge. I don't really care why I kept a cloud of blue smoke, except that I thought it would come in handy some day - and it did. I don't really care why I counted the amount of bugs in the swamp. I just know I did and that too came in handy. You never know what you can learn if you just quit assuming that you've learned everything there is to know about mudding.
-Tam, the long-winded
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Post by elveron on Aug 12, 2004 16:24:34 GMT -5
Ok, I have been busy at work so haven't posted lately.
First on my post I was talking about load in the game, I know that it doesn't matter in the playerfile.
As for Tam's comments on the squirtgun, hate to say it, but with the low playerbase it encourages a newbie if he can at least get the first few levels fast to stay around.
As for eq groups and inexperience. I don't think that is a big deal. I mean take me most of you would never want me in a power group for equipment, god he is a newbie, yet I gaurantee that at least 95% of the time I won't get you killed, there is always a chance.
I have ran some major newbie groups across probably 20 muds in my life so far, it all depends on the leader. Yeah it isn't fun to stop and take a few minutes before killing a mob to explain to the newbies what not to do, but you do it if you want to take that mob. I remember the days when you told people don't slow this mob because he becomes super mob if you do. Sometimes it still happened, you life you learn, you die, you recover, you dt, you rebuild, life goes on. The only way to replace older people as they leave is to take the time to replace them with the newbies.
Prime example way back in the day of old I use to help newbies all the time, I can still remember how easy it was for me to always find eq groups, help on mobs, help on exp when ever I asked on gossip as Elveron, because they all remembered the time and effort I took to help them learn the mud and be a better player.
If we all took time with true newbies to help them our playerfile would probably build, I did with one since I have been back, just a few seconds, but it was friendly thing and the person appreciated it.
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Post by Cordelia on Aug 13, 2004 7:27:57 GMT -5
The skinny on last night's open EQ group:
Ironic, isn't it? We're all discussing the merits of EQ groups and lo and behold! a group of players helping out another fellow mudder obtain the last part for Lightsaber assembly (from the Rancor) turned into a 5 hour EQ group - taking in: King Welmar, Captain Cyro, General Quagar (loading Combat Jumpsuit - won on dieroll by Darksong. Congratulations!), Siawyn, Andrus, Kermit and last but not least, the Count (also relieved Queen DeGrance of a Man's Diamond Ring).
Players came and went and were replaced by other players. A real mixture of experience and some a little more new to EQ groups than others. The key here was the excellent leadership of Cuddlefish - he was instrumental in organising the group, assisting players with their roles, informing the group of special circumstances and providing direction and encouragement. It was fun, fun and more fun! An incredible rush, as well as a learning experience.
It cannot be over-stated that the key to such a group - experience or not - is someone who has the ability and strength of character to step up to the bat and oragnise such a group. It takes a tremendous amount of patience, stamina, organisation skills and also generosity to lead such a group, but also help it develop, grow in confidence and be able to assess the group's abilities and choose one's targets accordingly.
Last night was a tremendous help to my growth on Jedi with regarding to getting a step on the rung of experience in high-end play i.e. group composition, group roles, knowledge of zones and mobs, organisation and improvisation. That said, I still have a lot to learn and am willing to put in the time and effort to learn.
The purpose of this post was to illustrate that there is still plenty of latitude for inexperienced players to gain experience and develop as players.
From running with experienced players, one adopts their good habits. Not only do they act as mentors - guiding a generation of inexperienced players to follow in their footsteps - but also they care for the group by acknowledging the group's limitations i.e. it wasn't all plain sailing last night - the initial run on Doc's statue ended in near catastrosphe as our Ninja was hurled out of the room before he had a chance to assist, shortly followed by our tank. It became pretty ugly at that point. But learning from the experience, we re-grouped, re-organised ourselves and this time took revenge on Doc.
Thanks for the ride, folks! It was tiring (crawled to bed past 02:00am ish) but an absolute rush.
Regards, Cordelia
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