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Do they suck?

yes
19
63%
no
11
37%
 
Total votes : 30

Postby 13 » Mon Oct 30, 2006 12:42 pm

Also on an MMORPG the admins aren't doing it for free.
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Postby *Splork* » Mon Oct 30, 2006 3:24 pm

I don't think you have anything to worry about 13. We listen to the people who know and play sloth. For all intensive purposes, this is Sloth IV. The game has changed more in the last few years than it did from Sloth2 to Sloth3. :-)

I don't forsee us adding anything game changing for quite some time. Atm, we are concentrating on a few things we feel will help us attract a great deal of new players and at the same time keep them around.

Enjoy,
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Postby Weasel » Mon Oct 30, 2006 3:36 pm

[quote="13":39or898h]full of ... ideas that are likely to result in sloth changing more and for the worse imo. if we get much more realistic im just gonna go with some real reality.[/quote:39or898h]
I hear that.
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Postby Diazz_Dizazter » Mon Oct 30, 2006 4:23 pm

[quote:3r2yjid5] We listen to the people who know and play sloth. [/quote:3r2yjid5]

So your saying since I'm not currently playing, I'm therefore not capable of
having coherent thoughts and idea's that render sharing.

Expose your pride and arrogant bigotry more?
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Postby Guinex » Mon Oct 30, 2006 4:28 pm

No, Diazz i think he was simply saying that you generally don't know what you are talking about.
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Postby Alberich » Mon Oct 30, 2006 4:29 pm

because it makes more sense to not listen to people who play, and instead pursue some theoretical ideal of what a mud 'should be'?

/confused
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Postby 12345 » Mon Oct 30, 2006 11:01 pm

Actually, I think the main issue being is that text and graphical games are completely and totally different. Among other things, character speed, weapon range, knockback, terrain, obstacles, line of sight, and general mobility on the battlefield. Unless you've magically become KaVir and already figured out how to make these things work in a MUD environment, you're talking about numerous changes that affect the core of the game and how it works.

It's like comparing apples to oranges, and right now we're happy with our apples. If we wanted oranges, there's lots of graphical games we could play.
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Postby *juggleblood* » Tue Oct 31, 2006 1:36 am

[quote="13":1dfibgaa]no I'm not saying that, I'm saying this thread is already full of stupid ass ideas.[/quote:1dfibgaa]

At least its more interesting than the thread about how we generally like you despite the fact that you're an asshole.
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Postby 12345 » Tue Oct 31, 2006 2:05 am

Heh, slightly.

One of the things you should remember juggle is that right now, equipment is pretty much maxxed. There's not a lot you can put in game that will make people want to run a death area without contributing to the already high eq creep.

That and as far as leaders go, there's a limit to how much they can learn and keep track of. At the moment, we're keeping track of solid vs ether, curse vs. damn, blind vs. acid, splork vs. debuff, stab vs. grip, blast vs. chop, the size of the mobs were running, regen mobs vs xp mobs, tank AC, 2.tank AC, thickness of healo, what debuffs the group has available, xp per kill, which mobs need shield/spectrals, dispels and silences, resist webs, fire/chill banes, mobs that demonbind/dispel/reflect/resonance, which areas repop while in them, which mobs summon helpers and what kind, NOFIRE, NOFROST, wandering agros, etc...

That's not to say I don't appreciate cool areas, but it's getting to the point where I need a pretty good reason to want to put in the effort to do so. The best reason I've had lately is explorer xp. When running an xp group its a fairly good idea to hit an area and then move to another simply because the drop in xp the second time through is so dramatic. Which makes me fairly unpopular with all the people trying to call pops.... but you pick your battles, ya know?
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Postby tincts » Tue Oct 31, 2006 3:39 am

Yah. Makes it a bit touchy for new leaders too - having to learn the very basics of running a group, which means finding people with the patience to let you explore, learn and cf them occasionally/frequently, create scripts and maps etc., which leads to slow xp runs for a long time. Because more experienced players generally prefer to group with a leader and group that is going to keep things moving (which is quite a fair bias), the noob leader ends up leading noobs to their death in new areas, to be rescued by peeved, experienced players later. (There are of course a number of older, patient players who will group and train new leaders, but the fact still stands.) As leader becomes a more and more specialised and difficult skill, there will be less and less of them.

I myself love the continual change that goes on, but one of the drawbacks is that the people with high weekly log-on rates end up being worked hard not only by us noobs, but also by some more experienced, but less intensively involved slothers.
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Postby 13 » Tue Oct 31, 2006 10:33 am

I agree Tinct. Most of the time I am extremely reluctant to lead. Mostly
due to exactly what you said. Over half the time I'm not even remotely
interested in teaching newbs, waiting for some dumbass -10 tank who
doesn't even have a whiner, telling people "no I wont kill the ettin Chief
for you", listening to the inane chatter that always happens.
Last edited by 13 on Tue Oct 31, 2006 7:42 pm, edited 1 time in total.
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Postby *juggleblood* » Tue Oct 31, 2006 7:04 pm

:roll:
Last edited by *juggleblood* on Wed Nov 01, 2006 3:48 am, edited 1 time in total.
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Postby 12345 » Tue Oct 31, 2006 7:12 pm

Of course juggle's right, however, Aa has been making an honest effort at reform lately. I would advise against giving him a reason to backslide please :)
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Postby Medios » Wed Nov 01, 2006 7:08 pm

He wont need a reason, wait and see.

As far as having to remember the intricacies of a mob, thats the fun of the game. I take pride in learning about how mobs react to my fighting style. Its the one thing that sets players apart, mud knowledge.

On another note I think the reason most people dont lead is because they are sick of being abused. I myself have been pretty reluctant to lead due to a rash of abuse. For awhile I actually limited myself to lyme only groups due to low level players joining and not even assisting just following around and collecting a portion of my xp or not listening and taking forever. I quickly learned that lyme is just as bad except it has a higher xp table :P. I know and im sure alot of you know who helps and who is a burden, I say we boycott those punks. One story I love to tell, and I wont mention names.

I was chopping with a fair sized group, x wants to join. We finished a few mobs and Im pretty quick to notice when your mana is full. I ask x to beacon to his mob, no respsonse. Few mobs later I recall x. Approx 15 minutes pass and I get a tell from x asking if we are going to kill his mob. I just laugh to myself and tell em that I asked for that beacon about 50m xp ago and I dont have time to bother with it. I bet if you came back in game with a corpse, next time u might pay attn.

Mike

PS Dont take me wrong I know everyone loses link from time or time, or has an emergency.
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Postby Weasel » Wed Nov 01, 2006 7:42 pm

Nods Medios.. I wasn't overly impressed being killed due to lack of heals quite a while back when there were 5 clerics in the group all with mana and all 'afk' ..and again in another group where (again as tank) I was killed, and I corpsed out while waiting for someone to raise - again the problem was all the raisers were afk, it wasn't a group CF or anything. Botting (which is often the equivalent of being afk in a chop group) used to be severely punished, and imho it still should be for excessive absenses, unless previously approved by the leader. You don't see me tank very often now, and that is one of the reasons (needless deaths), although mostly it's because I can't be at the keyboard for extended periods of time for one reason or another (read: I wont join a group if I'm aware I may have to go afk quite a bit myself).

- of course there's many groups where this is not an issue, but when on occassion it is, it's kinda hard not to notice...
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