by Marchessa_red_witch » Sun Jul 09, 2006 12:04 pm
I can understand being upset when players abuse something intended for one purpose. But let me point something out: by making it possible to acquire a full set of "elite" eq, this is, de facto, the standard that characters will increasingly be held to. It is a red queen's race.
If the immortals want "elite" eq to remain special then they should consider the following:
1. Personalize all drachma eq. No studying books, using oct tokens or wearing eq that is personalized for someone else. Period. No more "farmers" or using junk characters to reroll up main characters.
2. End Drachma scatters, and give out drachma for "tasks", quests or other activities that benefit the mud. I'd include area designing, finding mud bugs and other ways of improving mud play as being part of this. One example is Shyla's teaching drive, it adds colour to the mud, and throwing her some drachma as a way of saying "we like this".
3. Limit the number of elite items that a character can have. Rather than nerfing the monk items, it would be better to not nerf them, but limit a player to 1 major and 1 minor drachma item, or two minor items. This would force characters to make hard choices. The rest of drachma could be spent on god sancts, restring tokens or other improvements which are not about basic offense and defense. One suggestion would be to allow people to use drachma to buy back lost honour from oaths etc.
This might well take some tinkering with items, but that has already happened. Allow people to sell drachma items back to shops if over their limits. Since in future drachma will buy, in essence, expendable but useful itmes, this will only unbalance the game for a short while.
4. Reform quests. There are serious problems with the autoquest system. Let me take an example - there is one autoquest that starts at BH scribe. The mob is not a difficult one to kill, even if it is a lazy pop. The very next quest requires killing one of the biggest mobs in the game - out of reach for all but a few who have lots of big friends. For the rest us, forget about it, it isn't in the mud we play on.
While having the quest end at killing the massive mob might be appropriate for the final reward, intermediate steps at progressively harder mobs would be more appropriate. Yes this takes design, but drachma is something the immorts wanted, and when the design of quests is lacking, it isn't the players fault to adopt either the stance of "eh, drachma?" or doing things like programming in big runs for drachma scatter grabs, because at the prices the shops charge, there really isn't any middle ground.
5. Enforce.
Right now what Blaster is threatening is to punish the people who have played by the rules. We are the ones that don't have drachma items bought with bad drachma. The people who have abused the system - with some exceptions - are going to keep the permanent advantage of having broken the system. If they continue to abuse it, some will get caught, but the rest will have eq that the rest of us will never bet able to get. At that point, if one has enough characters - why not abuse the system? If a few get wiped, the rest will still be better than other characters forever and ever.
The reality is that incentives matter. The current system, by making autoquests woefully inadequeate for generating enough drachma to buy elite eq in anything other than months - but by creating drachma scatters, bugs and end runs - creates a powerful incentive to cheat. The immorts admit they can't and won't catch everyone, they admit that they will punish the innocent first. What are we supposed to do? Pkill people who are abusing drachma? Stand guard over quest mobs? We can't tell who has run a quest, or who is "farming drachma", except by inference. Immortals, not players, are the ones who have the power to enforce the drachma system. Immortals control the supply of drachma, have the power to check logs, recode shops and so on.
Which brings me to my last point - nerfing. It seems likely that nerfing the monk items is related to "drachma inflation". Recently there was a major nerf of necromancer, and a minor nerf of monk. Clearly there was some player behavior which exploited weakness. I say that when the gods decide to nerf - then pay some drachma to the characters who discovered the weakness. After all, they have, in effect, quality assurance checked the mud, and made it better for everyone else. Giving some drachma to players who show that there are "exploits" as "white hats", with the implied threat of wiping for those who are "black hats" is a reasonable way to tell players that the best policy is to report bugs and exploits as soon as they have found them, or to be open in using the capabilities of the mud, and let the immortals decide if the results are balanced.
There has been a great deal of heated rhetoric, and some flaming going on on these topics. It is a shame, because it seems strange to vent anger on each other, with a mud filled with mobs who are just dying to have anger vented on them.