|2017/03/10 10:29, Cur:|| |
|Posted this in the other thread, but I guess it belongs here. I'll delete it in the other one.
Thieves were mostly the only thing you could play if you wanted to be solo all the time, and enjoy both the ability to xp a little, AND pk with a modest chance of success, without having every single session inevitably ruined by powerplayers or large groups.
And not even when thieves were at the height of their imagined overpoweredness did they stand a snowball's chance in hell of surviving an unexpected encounter with a Norsu- or Throgpack of spamming smiters, and could consider themselves lucky if they lived to flee from a spampoisoning group.
When those were logged on, people simply started logging off on the opposing side of the war, as the one-sidedness made things boring for everybody.
The overrepresentation of thieves on the warlords lists was an indication of how many people actually want to play this game solo, as opposed to being in groups, and not an indication of thieves being overpowered (bar sneaksmiting, and bashstabbing). Pking solo successfully as any other class (in terms of pk) is not something everybody can do, as it requires a speed of link and amount of playing time not everybody has to spare.
Can I please ask the management to keep some perspective when considering what they want to do with this class? It would be wise to resist the temptation to pander (even further) to groups and powerplayers, which have already been so overpowered in MUME for so long, that the playability of this mud for the single player is, in some cases, only a distant memory.
We've had years of pandering to the wants of people who want to be able to pk and xp the mud dry, while being ubersafe - never entering a closable and never moving unless in a group of 5+. What exactly is the problem with solo players being allowed to pk and xp while still playing cautiously? I know a lot of people complain that thieves are boring to play against, running away before they can be spamkilled and/or trapped, but if you're going to accept that as a legitimate complaint, I _DEMAND_ that you nerf groups and all other classes in exactly the same way. For the solo player, nothing is as boring as trying to play in a mud with groups of 3-5 running circles around the entire map of Arda, killing everything in sight, in the same amount of time as it takes you to move from A to B without going so low on moves you'll automatically die if you meet them. Give groups move delay and movement cost penalties large enough so as to give them a disadvantage against a solo hitfleeing character. Make LOS logarithmically more likely for every group member above 2, when facing a solo opponent. Give groups significantly larger hitdelay than solo players. And hugely reduce the extent to which you can avoid these maluses by training leadership. Make following AND leading cost markedly more moves than moving alone of one's own volition.
Playing MUME solo as any class and with some success must be a viable option. Management is going to have to realize this and respect it at some point.