Posted by Dow on 05/30
This is something I have thought about for a while now.
Perhaps I am opening a can of worms by bringing thing up,
but oh well ;).
On the subject of getting lowbie/newbie characters xp(it is
the same subject, honest).Why do we not have some sort of
level grouping restrictions? I can hear half of you moaning
at this idea, but please hear me out.
There are some interesting things about level restricting
groups as opposed to areas. Let's say we restrict grouping
to within 10 levels (above or below, generally using the
group leader as the constant). This means an SL group with
a level 40 leader could have a nice level 50 tank and a level
30 healer. I don't know if this is obvious, but it definitely
makes grouping more desirable(as I see it). It keeps group size
pared down, keeps the xp respectable, and makes similar levels
much more dependant upon each other.
Just picture a group of level 10s through 20s going around together
hackin stuff up. Sure it is a little silly, but also a lot of fun.
Don't get me wrong I know with the current xp set up it is hard to
get decent xp in those groups. But if the xp was comparable to a
AT run filled with mooches what would you rather do? A) spend all
day waiting to form an obscene group of 7 level 50s and 10 leeches?
Or B) find a few similar levels around your area and go out to see
what trouble you can get into. Lord knows it is a heck of a lot
easier to get your corpse back from the Dun than PD.
Again, just my opinion, but it seems the "game" aspects of this
"game" are slowly being taken away. For a lowbie with lots of mud
friends the list of things to do is easy: get friends to powerlevel, get
friends to get eq, reach level 50, start working on redeem points or a str
set of eq. This reads more like a shopping list than a game. I have
played many muds, and yes this place is by far the best, but how much
more do we want to take out of the "game". So far, we warn people if
an area is dangerous, sometimes flat not letting them in it. We have
Dts, but don't worry we have signs for those too, besides all that strung
stuff will be waiting for you when you come back in. And I don't care what
anyone says, re-equipping is pretty easy. A game without challenges
or obstacles is not much of a game at all.
I know I seem to have covered a lot, but this is all related, honest.
As for helping newbies there is PLENTY high levels can do to that
have nothing to do with grouping. Their knowledge alone is invaluable,
pointing out mob areas, making eq suggestions, whatever.
I have played here for about 6 years. I feel I know the game rather
well, and not to jump on the "in the old days" bandwagon, but
I honestly see the level of fun diminishing.
Anyways, thanks for reading.
Dow Jones, The Industrial Average, Esquire.
Thursday, May 24 2001, 12:58AM
Yeah.. I miss grouping.
Like when there were 5 hitters, a leader,
2 surgeons, a poulticer and a 3rd circle cause mage
and half a dozen leeches going to SL and spending
a good 3-4 hours there.
And there was atleast one mana break during the run.
And the group would chit chat and everyone would get
along and there would be 2-3 people who needed the EQ
which was practically the whole reason for going to SL
getting EQ for people and getting XP along the way.
It was done less often and it was revered as something
not to be taken lightly.
Now people solo themselves into SL and/or spend little
more than an hour and rarely do a full run.
Now what would really be interesting if Skatha
suddenly became really resistant to say.. SLEEP.
THAT would be fun!
First, whatever group went in there would probably
need a CR.
Then you would need uhm.. alot of hitters to be able
to tank all those warriors.
There would be lots of rescuing, lots of scattering,
and lots of holy hell while people run around like
chickens with their heads cut off.
Maybe a faster repop on Skatha's warriors?
Although this would probably create a huge binge of XP.
This is why I need to be Imm'd.
So I can seriously F'with all the morts :)
Just when you thought you had Legend down pat, QuacK went
and switched it all around.
Thursday, May 24 2001, 11:46AM
Its called pk, Dow ... come join us when you are bored at 50.
Thursday, May 24 2001, 11:50PM
He kills she, she kills He
They kill her, we kill them
2 on 1 and 3 on 4
blood and gore
in the dark
What am I talking about?
Friday, May 25 2001, 11:16PM
only one flaw i see with level limitations on grouping
how would a pure healer level up? like they usually get
levels by healing a high lvl while he xp runs, how would
that one work? lvl 15 or 20 hitter can't do much even
with a surgeon... surgeons would die out badly, maybe even
moreso than they already have
Sunday, May 27 2001, 08:11PM
If people choose not to level newbies, and if newbies choose to group
together, they will do so. We don't need a code change to force what
should be a choice. There are times when you may want to group a newbie
other than powerlevelling them, such as in the longhouse, or when helping
them get out of a dangerous area where they wandered.
Tuesday, May 29 2001, 08:55AM
I should be rather disappointed no longer to be able to group
with friends who incidentally are not level 40 yet. I do not
group for the game technical benefits such as experience or help
but for the social aspect. I'd not appreciate being given the
signal that people below level 40 are not worth making friends
Wednesday, May 30 2001, 09:14PM
You can help tons without being "grouped" with someone.
If you do not group with friends for technical benefits,
why would it matter if you are "grouped". All grouping
does is provide a group channel and splits xp, even
CRs can and are done all the time without grouping,
simply following seems to work just as good. As far as
assessing worth to someone based on levels, well that is
your own mind set.
I don't know how I would feel about forced restrictions.
I tend not to like any. I for one can't stand not being
able to enter PD at level 24, when I know darn well I can
do exactly what I need to and get out safely.
Fluidity of actions, be they walking talking, fighting,
whatever improve game play. I hate finding myself saying
"even if this would surely kill me I should be able to do it"
I enjoy risks, challenges and yes even deaths.
Mevlana Jalalu'l-Din Rumi