Shattered Kingdoms

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 Post subject: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 11:14 am 
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Joined: Thu Nov 03, 2011 8:09 am
Posts: 95
So, humorously, today a newbie died (maybe like level 10?) to a wyvern. The newbie gets resurrected, and then goes to get his things, and ends up dead again.

I get a tell about this, where I have to go kill a wyvern (three were in the area, one even wandered back atop his body after he got his things) because the newbie could not run in with a pet, get all from corpse and leave nor could the newbie possibly ever beat it.

So essentially, this newbies gear became unrecoverable. The only way for a solo recovery would be for the newbie to die 2-3 times so they could poltergeist it far enough away so the roaming, angry NPCs won't murder him silly. Even funnier yet, I'm told he can only do it once or twice due to the low me/pe of newbies.

This change should probably be reverted. Yeah it buffs disarm, yeah it changes PKPKPK dynamics, but who gives a [REDACTED] if a level 10 newbie can't recover their meager possessions and instantly become disillusioned with the game?

Please stop making this game such a painfully mindless chore to do the most basic things. It prevents new players from playing as it basically would have done today if I didn't know the person oocly and introduce them to it this morning.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 11:43 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Even if he could have gotten everything from his corpse while in combat, if this guy is a newbie it's pretty likely that the wyvern will track down and kill him afterwards.

If I were the person doing the resurrecting, I would ensure that the person could get his own gear, and if not then take a short trip while advising him not to go off the road in any wilderness area until he's certain he can handle himself or he's invisible. The problem here is the poor guy just going a little to far into dangerous territory and biting off more than he could chew. Hopefully this experience will encourage him to keep playing and learn how to keep himself alive, and maybe someday get to see this same sort of interaction from the other poin of view.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:00 pm 
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Edoras wrote:
Even if he could have gotten everything from his corpse while in combat, if this guy is a newbie it's pretty likely that the wyvern will track down and kill him afterwards.


Possible, but I think his strategy was a valid one: to go in behind a pet, take all from corpse, and recall out (which may or may not have worked).

I just notice this was a rather brutal, unintended consequence. What if a newbie COULD beat a wilderness NPC (such as a wandering tick) but can't get his weapon out of his corpse to fight it?

I mean it just introduces a whole plethora of issues for beginners.

We need to remember this isn't 1999, we need to make this game easy for new players who are used to everything being graphical and point and click. I don't think this is an unreasonable goal for the mud overall to ensure its survival.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:02 pm 
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Joined: Sat Oct 02, 2010 10:24 pm
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Running in with a pet into a wyvern is still not fun, since they'll reach. This a scenario for a newbie, or even any lowbie depending on the exact situation, which is pretty darn difficult to take care of without help, even before the changes to getting things during combat.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:06 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Was this guy really a new player or just a new character? Poltergeist should do just fine in 90% of situations where a newbie goes way out of his league.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:12 pm 
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Edoras wrote:
Was this guy really a new player or just a new character? Poltergeist should do just fine in 90% of situations where a newbie goes way out of his league.


New player, claimed he couldn't do it both times he died saying he didn't have enough energy.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:22 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Ahh. Maybe if the Poltergeist command scaled with level: Although it may be related to him being low on PE both times as well.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:42 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
What race was the newbie?


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:44 pm 
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Dulrik wrote:
What race was the newbie?


Half-elf. I'm assuming miserable wis/con.


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 Post subject: Re: Unintended, harmful consequences of recent change
PostPosted: Mon Jan 16, 2012 12:51 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Okay, well if he was able to move his entire corpse a couple of rooms, that is all that was ever intended. I kind of question whether he was a true newbie, if he already knew about the poltergeist ability at all.

But regardless, this is where I differ: making it tougher for people isn't necessarily a bad thing. In fact, I believe we've made it too easy and that's why the game is "boring". Dying and being unable to recover your corpse should teach you a valuable lesson about overextending yourself.

Yes, it sucks - I've been there. But I learned something about the game and didn't make the same mistake twice. If you can't ever make an unrecoverable mistake, what's the point of even paying attention while playing?


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