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BatMUD Forums > Flame > Re: joojoo

 
 
#1
04 May 2007 12:35
 
 
Oh please, don't bother coding shit for services. Just say no, you can't get
that, this is a multiplayer game, just suck it up bitch and keep waiting for
the right player to turn up. I didn't ask for crappy npc services, that is of
no use. That is like telling a reincaholic to use mortis reincs.. pfft.. or
telling a starving ethiopian that hey, atleast you won't have heartproblems
due to being overweight!

Ofcourse I would complain about crappy npc-services, what do you expect? that
you would implement some utter shit and I would be happy about it? Yeah, yeah,
I know you do this on your free time and we are not paying customers so we
have no right to criticize or comment on anything, or ask for stuff to be
implemented. Maybe we should go even further with the player interaction. We
could remove banks for instance, merchants could start playerbanks, you give
them money and just tell when you want some of it and they'll reloc to you and
give you cash etc.. and they can manage transfers etc.. Im sure they could
even run bankrobbers!.. Or how about playercity guards? Why do we have those?
why not just give some guild a skill to block into a certain direction and
just tell people to hire those people to idle in their castles 24/7 ! that
would be great player interaction, you could even ask the guards to make
rounds in your castle!

"if you don't like the game, then go play something else".. yep, that attitude
seems to be doing wonders for the game, I keep hearing all about how batmud
keeps getting new players all the time, I bet they give them all invisibility
100% since I don't see them... Yeah yeah, its just old players who can't
handle the changes, keep telling that to yourself..

 
Rating:
17
Votes:
23
 
 
Glaurung
1y, 97d, 22h, 8m, 32s old
Level:
40
 
 
#2
04 May 2007 16:43
 
 
As I sit back and enjoy a long, cold drink from my dukonium mug labeled as I
Told You So [Made by: Glaurung] I think about what it was that he was asking
for, and how his response went.

GL: I cannot get any repairs at all! Please help!
SH: Ok, I will make offline repair centers. They won't be as good as
player-made, but they'll keep your eq from completely falling apart until you
can get real repairs.
GL: What? I won't use that, that's not top of the line! Screw you for even
offering to help!

*sip*

Now, Glaurung is entitled to his opinion, and he _did_ post to flame, so no
harm there. But it does prove my point exactly. The only way he'd be satisfied
with my solution, would be if the module offered repairs as good as or better
than existing merchant repairs -- and then, of course, merchants would
suddenly stop getting repairs at all. Sorry, but no. I will not code a
repair/prot/whatever center that would threaten active online player services,
and I will veto any non-arch attempt to do so. This is a multiplayer mud, and
while you have every right to play by yourself, I won't make playing with
others a bad idea.

Oh, and I had to comment on the "starving ethiopian" analogy. Rather than
telling the starving ethoipian that he wouldn't have any heart problems, I
offered the ethiopian a place to get enough food and water to survive. The
ethiopian spat it back in my face, demanding steak and ale. If the ethiopian
in question refuses any help but the best, he's going to starve. Or, (to quote
the late great Sam Kennison) he needs to move to where the food is.

Shinarae Lluminus

Oh, and I'm still going to code those modules with "crappy" services, because
I still think the mud needs some provider for the basics. Anyone asking for
prots at 3:00 knows what I'm talking about.


 
Rating:
-4
Votes:
19
 
 
Shinarae
A r c h w i z a r d
1y, 343d, 18h, 49m, 10s old
Level:
200 [Wizard]
 
 
#3
04 May 2007 16:53
 
 
I think Glaurung actually addressed a point that you missed in your replies.
The mud as it stands now, with player interaction and all that jazz, is
balanced for a setting where there actually are active players around. With
300-400 active players around, it wasn't that hard to get your prots and
tweaks in a jiffy. With 50 active players gaming isn't as smooth anymore. The
continent tune complicated matters further, making it harder for (equipped)
merchants to get to you fast to deliver their services.

Behind his frustration he has a very valid point in my opinion. We want to
play, not wait around for ferries reaching their destinations, merchants
coming online and alchemists waking from their slumber.

CM

 
Rating:
28
Votes:
30
 
 
Cran
1y, 284d, 17h, 16m, 35s old
Level:
100
 
 
#4
04 May 2007 22:46
 
 
Cran wrote:
I think Glaurung actually addressed a point that you missed in your replies.
The mud as it stands now, with player interaction and all that jazz, is
balanced for a setting where there actually are active players around. With
300-400 active players around, it wasn't that hard to get your prots and
tweaks in a jiffy. With 50 active players gaming isn't as smooth anymore. The
continent tune complicated matters further, making it harder for (equipped)
merchants to get to you fast to deliver their services.

Behind his frustration he has a very valid point in my opinion. We want to
play, not wait around for ferries reaching their destinations, merchants
coming online and alchemists waking from their slumber.

CM
Would a world-wide-series-of-interconnected-tubes that could be used to
transport goods/items instantly via a reliable gnome operated (oxymoron there)


network in exchange of small amount of money solve the problem at least
partially?

and no, I don't have any arch approval yet, just pondering what was the idea
you guys failed to contribute :)
(but seriously, if you think it would rock and an arch agrees, I might even
take a look at it)

 
Rating:
-3
Votes:
11
 
 
Kimvais
C o d e s l a v e
9y, 221d, 13h, 43m, 22s old
Level:
25 [Wizard]
 
 
#5
04 May 2007 21:24
 
 
The cost of prots and fws has, for as long as I can remember, been 2k/prot and
2k/fw.. and discounts given with bulk orders, so much less for over 10 items
or so. This has been this way forever..

Making merchant-quality prots/casts available through npcs for 5k or 6k/cast
with no discount then, wouldn't likely hurt merchant services -- but would at
least provide some alternative to those when a merchant can't be found.. and
even take some cash out of the game at the same time. Maybe a horrible idea,
but then again - this is in flame right? ;)

 
Rating:
-7
Votes:
11
 
 
Xyloid
N e w b i e  H e l p e r
1y, 139d, 16h, 52m, 21s old
Level:
99
 
 
#6
04 May 2007 22:40
 
 
Xyloid wrote:
The cost of prots and fws has, for as long as I can remember, been 2k/prot and
2k/fw.. and discounts given with bulk orders, so much less for over 10 items
or so. This has been this way forever..

Making merchant-quality prots/casts available through npcs for 5k or 6k/cast
with no discount then, wouldn't likely hurt merchant services -- but would at
least provide some alternative to those when a merchant can't be found.. and
even take some cash out of the game at the same time. Maybe a horrible idea,
but then again - this is in flame right? ;)
The 2k/cast is a big part of why a lot of us merchants can't be bothered to do
services. Tanks make a lot more cash nowadays compared compared to when the
"2k rule" was made. Nowadays, if you really do want cash, merchanting is not
the way to go. At least not in a fastish reinc.

And this "cash out of game" policy is another thing, I really don't see it
helping any, all it does, is cause more cashruns, which means more eqraping
too for those that want to reinc often, or spend cash otherwise.

Giving NPC:s the ability to prot/fw stuff is all fine, but not at the same
level as merchant casts. Roughly half the duration with that cost might be
fair, perhaps with just a tad lower quality than the average merchant.

 
Rating:
3
Votes:
9
 
 
Solarhawk
1y, 187d, 3h, 41m, 52s old
Level:
90
 
 
#7
05 May 2007 04:48
 
 
This situation really only hurts those who play during what I like to call
"American Time", which is like 5pm-10pm PST, when the numbers of active
players having been dropping dramatically, in some cases to unidle 38 players.
(Of those 38, of course far fewer than 38 are willing/able to do much).

If you play during "Finnish Time" things are fairly easy to get done. As the
number of active players during American Time drops, the rate of player
fallout will increase, since it's becoming more and more difficult to play. As
far as new players, if I were to log on during one of these times I'd be much
less inclined to play than if I logged in during Finnish Time. Of course this
is the nature of the game.

Shinarae, I ask you: Could there be a way to code a shop that provides
services when players are away, why should Americans (or those playing during
slow hours) be subject to inferior services? If there are no/few merchant
online, the shop could offer market-quality services. As it stands, if there
are no players to help during American time, you're pretty much stuck. If
people are offline they aren't losing market share to NPC's, this would at
least provide an option to get good services when there is LITERALLY nobody
online to help you out of the 38 players.

(*==-- /\/ --==*) BatMUD Council Representative (*==-- /\/ --==*)

 
Rating:
4
Votes:
8
 
 
Nazrix
303d, 5h, 58m, 42s old
Level:
100