by Driven » Fri Jun 08, 2018 2:41 pm
I'm saying their vision is a balance between offlyme and lyme. We all know that offlyme groups are harder to manage and require much more attention by all players involved. Lyme, while typically lower xp, is easier, and preferred by many players because they can sit back and drink beer while chatting and assisting. The average player is lazy and prefers chop groups -- prime example, all of Sloth3. So yes, the barriers to making chop somewhat painful are purposeful to get people to run offlyme. And you know what? It works. When I'm on mobile, I generally don't try to join offlyme groups because it requires too much interaction on mobile. However, I don't hesitate to join a chop group on mobile.
My point about time efficiency is that you arbitrarily equated "the immortals don't value the player's time" with "chop groups are required to run choppers". Let me explain. Let's say that the rack were expanded to 100 slots and chop groups didn't have to run choppers anymore. Isn't this "less efficient" than just making choppers permanent and everyone owns one? Couldn't you, at that point, also make the argument that the "immortals don't value the player's time" because they don't give us permanent choppers? It's an arbitrary label of malice towards the players when at the end of the day it's just your opinion of what's worth it and what isn't. My secondary point was an attempt to undermine the notion that time is some unassailable constant that should be respected as holy. The entire mud is a complete and utter waste of time to begin with, so appealing to time as some holy currency is laughable from the greater perspective.
Having said that, the point of playing the mud is to have fun. We know it's a waste of time and still have fun with it. Most people have fun when the mud is challenging, yet doable. If it's too easy, people don't find any personal satisfaction in achieving eqsets or levels. If it's too hard, people will give up and simply not play anymore.