Bye mud

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Bye mud

Postby van » Wed Aug 18, 2010 3:15 pm

I've realized lately that playing Sloth has become a more and more frustrating experience*, which is mainly about me and my 'gaming expectations' or whatever. So, I'm going to stop playing, because I'm just not enjoying it very much.

I wanted to briefly state what has made the game frustrating for me, which is not intended as an attack, so don't take it that way. It's just me and my unique snowflake perspective, and rather arrogantly assumes that people will want to know what I think and why I'm leaving. Which is obviously true, because I'm just that awesome!

One disclaimer: I know a lot of people will disagree with what I'm saying, and will say 'but Van, it isn't like that!'. This isn't a diagnosis of sloth in general, it's what I feel. So yes, it really is like that, for me, damn it!

That said:

1) 8 classes is too much for me. It makes players feel homogenized. I really enjoyed the limitations of class choices in sloth 3. I like the specialization of prime skills in sloth 4, for the record. It's the extra 7 classes after that where everybody's more or less the same that makes me sad (and yes yes, classo is important, obviously, that's not my point). Not everybody should have spectral shield, fluidity, damage reduction, etc, etc.... that was made S3 neat for me.

2) Related to that, the xp burden is crushing and unpalatable. For me, this destroys replayability. If I'd gotten Van to a high level, I would have very little incentive whatsoever to start another character, as I did in S3. Particularly since I'd end up with the same set of skills as my first character.

3) Related to that, the level requirements for druid forms, necro pets, and supps realistically take out a lot of the playstyle I really enjoy. And yeah, that's mainly necro pets.** Wraiths are cute, but I miss my snarls, and as necro 2nd, wouldn't see em until 6x40. No swordwraiths until 9x40. Sniff. Never gonna happen.

4) Related to THAT, and perhaps the only thing I hope might be a constructive criticism... it really bummed me out to learn that avatar levels were tied to the 40 increments. I understand why the imms decided to do this, but getting avatar skills was the promised reward that kept me replaying characters in S3. Having to get gigantic bundles of experience to 'unlock' further avatar levels that then cost ENORMOUS amounts of xp and gold really turned me off.

But most importantly, I grew up in S3. Playing S4, I did a very quick level to 3x40, got most of my non-forge equipment, and realized I was now just going to have to do everything I'd already done. I went through enough anguish getting things to pop in S3... waiting for the same damn items to pop makes me want to attack innkeepers to end the pain. And I'd only barely started on drachma/forges in S4, so I could tell I'd be head-wall-banging soon enough.

To make a long post short (too late): people change, and the sloth playstyle just really isn't for me anymore. Thanks to all the immortals who've provided me with such a great time for so long, and to the players who I've either laughed or feuded with. It's been fun, and I hope the rest of you keep sloth populated and interesting!

Cheers,
-Van

---------------------------------------------------

* This all came to a head while trying to roll stats, btw, but that was just a final goad to what I'd already been thinking.

** Regarding the necro pet level requirements... this made me so sad. In the name of balance, I call for restricting other classes on a similar basis.

For example, mages should have their spelldam cap start at some small number, then go up by increments every 40 levels. A mage prime would theoretically reach spelldam cap at 8x40, just like a necro prime reaches their ultimate pets at 8x40. I'd further suggest that spelldam cap be tied to mage position, such that a mage secondary would reach their spelldam cap at 9x40, and a mage tert would never even reach their spelldam cap. Just seems fair to me.

Of course I'm not really serious about mages, and please don't bother substantively responding. But imagine such a system for mages were in place, and just think of the angry, vituperative posts that would result -- and it's how I feel about necro pets. :(
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Re: Bye mud

Postby jezer » Wed Aug 18, 2010 4:48 pm

Later Van, you made grouping fun. The silly talk and fooling around always made grouping a riot. You never take yourself seriously either which is a good quality. Honestly sad to see you leave. Don't feel you have stay away for ever, log in on the rainy days when there is nothing to do won't ya. :(

Maybe Goober can compose a farewell haiku in your honour. :twisted: (It's like a sloth "Semper Fi") :lol:
"Don’t let me become the man that I say that I despise."
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Re: Bye mud

Postby reboog » Wed Aug 18, 2010 5:58 pm

Dear beloved Van,
Everything you said is true.
Yet Spoony plays on.

Play a little less.
Don't rush to become the best.
Do come back, you hear?

We will think of you.
Hit and run? Goddammit Van!
He's such a cool guy.
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Re: Bye mud

Postby jezer » Wed Aug 18, 2010 6:00 pm

Beautiful Goober :cry: Just Beautiful! :cry:
"Don’t let me become the man that I say that I despise."
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Re: Bye mud

Postby Mace » Wed Aug 18, 2010 6:43 pm

Where's that Van going?
Look kids, Big Ben! Parliament!
Ha ha, roundabout
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Re: Bye mud

Postby van » Wed Aug 18, 2010 10:11 pm

Return to forums...
Plethora of bad haikus!
Sloth still not for me.
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Re: Bye mud

Postby jezer » Wed Aug 18, 2010 10:14 pm

:twisted:
"Don’t let me become the man that I say that I despise."
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Re: Bye mud

Postby Toxis » Wed Aug 18, 2010 10:44 pm

1) still thinks that sloth should open all avatar levels at 4x40
2) xp wouldn't seem so bad if we were getting closer to av40 quicker, (see #1)
3) I don't like lev restricts for druid or pets. I don't like how pets steal xp in groups, but then again don't like seeing non primes bringing pets in groups anyway. Necro primes should be able to group with juju and clerics should be able to bring damaging supps... imho.
4) see #1 again
5) rerolling sucks.. I don't even think there should be rerolling but it's too late for that, so put more hex mobs out there for level 8's to run... make them pop more randomly on the mud or on little mobs.
6) spelldam and healbonus already restricted by eq restrictions. Not that it's that good atm anyway, but that's just my opinion.
7) Don't quit, try to convince imms to change some things. We like having you around.

While I'm at it, we need more frontliners...
1 give crit chance for monk deathgrips in groups... sort of like thief excr blow
2 give warrior primes ability to create a "defy pain" for the group, perhaps some sort of "shield block bash to mob" or something..
3 little more ac to thief and monk eq, if you ask me.. this should be looked at
4 more bard eq that has ac on it so they can frontline and sing in groups
5 necro eq of some sort that has halfway decent ac, and also gives bonus to necros when casting certain spells for group.. might need a battle weaken spell for necro primes...cast weaken while in battle that could also cause damage with each casting.. running out of time to complete thoughts on this one...

-Toxis
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Re: Bye mud

Postby Atwell » Wed Aug 18, 2010 11:22 pm

I can relate to your post, Van. To play again, I'd have to constantly convince myself: just one more weekend and I'll once again be Atwell.
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Re: Bye mud

Postby Nobody » Thu Aug 19, 2010 2:49 am

Nobody needs more than three classes.
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Re: Bye mud

Postby Dragoth » Thu Aug 19, 2010 6:01 am

Take care Van!
Yet somehow i wish people would show more persistance and as Toxis says try to work out the issues with immortals.
I bet noone likes to see 3x40+ and longtime slothers leave the game because of issues almost everyone is unhappy about it seems.
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Re: Bye mud

Postby Thraxas » Thu Aug 19, 2010 11:46 am

Van leaving makes me as sad as I was happy to see him return, its not nice to see a rollcall of old friends leave one by one. I wish you werent leaving but I respect your reasons ... you'll be missed.
Thraxas

...

Toxis wrote:3) I don't like lev restricts for druid or pets. I don't like how pets steal xp in groups, but then again don't like seeing non primes bringing pets in groups anyway. Necro primes should be able to group with juju and clerics should be able to bring damaging supps... imho.

5) rerolling sucks.. I don't even think there should be rerolling but it's too late for that, so put more hex mobs out there for level 8's to run... make them pop more randomly on the mud or on little mobs.

5 necro eq of some sort that has halfway decent ac, and also gives bonus to necros when casting certain spells for group.. might need a battle weaken spell for necro primes...cast weaken while in battle that could also cause damage with each casting.. running out of time to complete thoughts on this one...

-Toxis


commenting only on the stuff I have views on:

3 - I do like the level resticts it was just plain wrong to see an S3 Av with Ne at 4th with the same size or bigger pets as my necro prime pets. It would be good for grouping if a small number of pets could operate without stealing xp juju and some supps maybe an awaken too, I dont currently like seeing or being asked to summon pets in groups when they can steal xp.

5 - I hate rerolling but I only hate it when I'm rerolling a char then I really hate it with a horrid gut wrenching intensity that makes me despise the whole concept and everyone who's ever been involved in its setup, it makes me lose sleep and stops me concentrating on enjoying the game it adds nothing and takes much awawy from the game, you can tell when I'm rerolling a char cause I post on the crier complaining about it, once I get my stats then actually its not too bad, and I dont mind it and it wasnt that painful really was it?

5 - (the other 5) fully agreed. As a necro prime solo I'm a mini warrior with pets, as a grouper I'm a mini cleric it'd be nice to be a necro.

T
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Re: Bye mud

Postby jezer » Thu Aug 19, 2010 10:52 pm

"Hi, and welcome to the Sloth Complaint Hot Line, all our immortals are currently on other calls at the moment and will be with you shortly. Your call is important to us, please hold the line."

*Kenny G Cuts In* :twisted:
"Don’t let me become the man that I say that I despise."
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Re: Bye mud

Postby Thraxas » Fri Aug 20, 2010 6:37 am

jezer wrote:"Hi, and welcome to the Sloth Complaint Hot Line, all our immortals are currently on other calls at the moment and will be with you shortly. Your call is important to us, please hold the line."

*Kenny G Cuts In* :twisted:


funny jezer very funny.

I'd hate to see an environment where players couldnt make suggestions for improvement or express views both positive and negative about how the game is working without such views being interpretted as complaints. I have very little to complain about here, I have a good char in a good clan and have good friends here, my stats are good and most importantly I enjoy playing the game, dosent mean I think its perfect nor does it mean I wont express my views.

T
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Re: Bye mud

Postby van » Fri Aug 20, 2010 4:09 pm

I figured I'd dip back in and just quickly respond to the comments regarding "tough it out, don't just quit, talk with the immortals, etc.".

Since I came back, I've been spending a great deal of time going over old forum posts and talking with players in-game about the issues I posted above. What I came out with was basically this:

1) Pet level requirements and druid forms will not be adjusted. Stop asking.
2) Eight classes have been coded, the mud playerbase was wiped to make this happen. Not changing (and to be clear, I'm not asking it to. I missed my window for comment.)
3) The explicit intent of the immortals is to lengthen the leveling process to avoid 'top-loading' of the who list, as happened in sloth 3.

Since these are my big issues, there's not a lot more to say. I came in well after the wipe and after topics such as these had been well-hashed out between players and immortals. I can't (and don't) expect any sweeping changes, so rather than get really irritated about things out of my control, I'll just bid a fond adieu to Sloth and remember all the good times I had.

One quick comment to Thraxas: yeah, quat necros with swordwraiths were kind of weird. The current level requirements do serve as a way to prevent oct necros (or even quat necros) from getting the really big guys, but with the tradeoff that even prime necros won't see their survivable pets come into play for a very, very, very long time. I find the trade-off personally unsatisfactory, and I think there are better ways the point you raised could have been addressed (i.e. restricting highest level pets/forms to primary/secondaries with lower level requirements).

Cheers,
Van
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