Download Game! Currently 104 players and visitors. Last logged in:RotkisZetsweiDoloresVandris

BatMUD Forums > Bs > Re: why play anything

 
 
#1
29 Dec 2008 13:44
 
 
Clearing trash and wiping on boss. Exactly how does that
differ from Bat? Oh, we don't fight about the loot here?
Right. And the community in bat? I've never ever seen such
a bunch of secluded people, more hatred and bigotry in
such a small amount of people. The named gear-stuff just
made it ten times worse than it already was. Oh yeah, and
for your info WoW has decreased the max raid composition to
25man, and made 10man versions of each new raid instance.

Anyhuu, my general idea was that bat should be more
informative on many occasions. More easy-to-do-quest, or
perhaps daily-quests a'la WoW. You get an assignment
(soloable) to do. That includes perhaps collecting some
stuff, killing different type of mobs etc. Or a groupie
quest to knock down a bigger mob. These mobs could also be
generated by demand to match the level of the player in
question.

More low/mid-eqmobs and more eq randomization and variety.
More weapons of each type (not just swords, axes and maces)
and make weapon stats more "understandable". I've
seen too many occasions where somebody's been running around
with an extremely lousy weapon just because it had a cool
name. Give out more information about limits and spell%
effects and so forth, that we could do more tweaking and
less guessing.

Start to consider instancing dungeons, and make them like
WoW does, you could reset (or they reset automatically)
them at will (when the exp of the mobs would decrease).
It's easy to control and maintain as wow has demonstrated
already.

Make (good) craftable gear. Set some ground rules for
different slots (as you already have) and give merchants
recipies for creating gear, and the materials for these
would drop on different bosses or via quests.

I guess I'm trying to say that bat, in all its glorius
variety is still extremely static and rigid compared to
what it could be with a little bit of suffeli.

Too many times when suggesting these I've gotten the
answer: "It works fine as it is. And in any case the
original coder don't want to change it".

This is wrong.

~/A

 
Rating:
-7
Votes:
15
 
 
Acidia
1y, 184d, 12h, 38m, 12s old
Level:
91
 
 
#2
29 Dec 2008 14:14
 
 
I suspect that limited resources would be one of the largest,
if not the primary, reason why many of Acidia's suggestions have
not or could not be implemented, at least to some degree.

Even cleaning up certain ambiguous descriptions/information etc
and generally providing a bit more help seems (to me) to be quite
a large task.

 
Rating:
1
Votes:
1
 
 
Tim
232d, 18h, 33m, 43s old
Level:
36
 
 
#3
03 Jan 2009 15:10
 
 
WoW is this, WoW is that, blaa blaa blaa. WoW is nothing but a old game with
borrowed ideas.
Scaling NPC challenge level by player level is plain suicidal fluff vise
(read: storyvise). Besides, i pulls the carpet under HARDCORE players. If some
10d old newbie can kill satan 3man, wtf we would gasp in awe any more when
Shar and his f(r)iends go do it 6man? If everything can be done ASAP when you
got the hands for it, then there is no point for levels or any kind of
exp/rep/collectThistoGainPower. If that was your point in the first place,
well it changes the way the game works from MMO to puzzlegame. Besides there
are few NPCs that do scale e.g. Despana, Hera.
Making things instance based would kill one strong point why BatMUD is still
kicking the new kids around the MMO block. It might be nice to have your own
grind spot where no blayke can come in AoH on and ruin your bunny killing but
the less gamers interact with each others, the more solo/isolated/clique
grouped the game is and thats simply bad as NetHack and Dungeon Master (+CSB!)
are nowdays so easy to download and play. You know how many present graphical
MMO's have this perk? EVE alone.
Dailys? Most of the AQs can be repeated as many times as you want and be
even soloable (why you solo in MMO side of 'i got no time except to grind
merchant shit'?). The (quite) recent tune where (most) LQs can be done as many
times in boot as needed was made this also better.
Naming policy? Well the items are named by their creators/coders and they
got the copyrights for their content (for some degree) so you know what to do
if you want to change a items attributes. That said, i could not agree more
that items/stats in bat are more or less missleading. (Yes, i have sended
bunch of ideas to the coders about the items).
Crafting? Side of removing levels from merhcant guild and making it skill
based guild, making items and enhancing present ones should be possible.
Pointless items could be enhanced for new magnitude and roxor ones could be
(self) tuned. I got even idea that is going to a another game but with slight
modifications it could be fitten in here too. the crafting system would need
(active) player interaction, loss of resourcess/power and some time, but might
be ugly to implent when merchanting is separated from all others. Ships,
jou-oyuoiryous and gridles are truly all that one can create in world that is
full of magic? Shame on you.
Flow of information? It has improved nicely, hats of from that, but yeah,
there is bit too much grey area around skills and spells. In the other hand,
lack of information about items forces players to interact and ask for id's or
why your fuming sword just dusted when you wielded it. The game is one of the
few games in the _world_ that does not have guides/walktroughs to each and
everything.
We have Nuane's database about stuff, wiki where you can share your precious
knowledge that unnamed blue braclets may explode and some newish (arch)wizes
have made effort to elobrate the game more, so we are on the path for better.
I should prolly add the never dying line of 'immort and do it yourself' but,
well, the avatar tune took the game development side about half way to the
modern ages from stone age.

A :-D hits you.

 
Rating:
-4
Votes:
6
 
 
Blacksmith
288d, 4h, 15m, 0s old
Level:
80