ProfessorMomo wrote:
SK has finally gotten to the point where the clique problem it's always had is now a serious downside to playing. You're either in their group already or you don't get to do anything. It's pretty depressing since SK is the only text mud I've had fun roleplaying on to come back and see it in such a bad state knowing I can't really do anything about it.
I've been out of the YIM game for almost 3 years, I think, so I'm not sure who the ooc cliques are right now... but I'm not convinced they are the problem here.
It's more that people who don't plan their characters with others also don't always plan a character that works well with others, for whatever (fine) reasons of their own. I'm talking about scouts, MR barbs, warlocks, swashbucklers... all fine classes so long as they've a good core group to get stuff done with, but poor choices for people without friends they can rely on. It only really takes 3 people to start a group --- a tank, a healer, and a sorcerer --- but for whatever reason (despite >3 non-clique players being very easy to find) those archetypes rarely pop up aligned.
If I was going to make a character to play with an already strong group, I might make a bard. I've always wanted to mess around on one. But if I'm just trying to get back into the game, or want to play in a faction that's not got very many people, I'm definitely going sorc/priest/merc/barb.