Some (_many_) events have effects where the fastest looter gets the
rewards, and slower looters get Jack Schitt (mcdemons, robbers, foxhunt,
etc). Trigger-looting is way too slow in these events, only way to hope
to win the loot-contest is to bind a button (or have "loot" in prompt)
and keep that button (enter) chained, resulting maybe 20-100 commands
every second for the last 1-n rounds of mob dying.
Now, we have mindless grind, where you go kill mobs, gain exp, progress
the character in the plaque. Is it interesting to type dig grave after
every mob? No. Is it interesting to know what the mob does, prepare (prot)
in advance, or count the rounds and dodge the spells you know is coming?
Yes. Is it interesting to type scan all,pss every round? No. Is it
interesting to choose the proper action/skill/spell/whatnot to do? Yes.
This last looting rule fits to "No." cathegory in my mind. Though, if we
prefer this to be the way we want the mud to evolve, I suggest the
following: attacking and dodgeing and parrying should not be automatic.
Every round every tank should type use dodge, use parry, use attack.
Several times each. Mages would need to (manually) type "use quick chant
try very hard", and upon success they would get create-money-type of
random word, which they must now type (if you type that qc this would
of course be cancelled, and spell will be aborted).
Playing should be "fun", "rewarding" and "interesting", instead of
"tedious", "mindless" and "boring". If loot trigs are that terrible
(come on, they're there to make things less boring, not less powerful),
maybe add a command that gets executed every time you kill a mob (and
optionally party leader could assign some party members command to be
executed upon kills).
-Era of the thrihren race
PS: Maybe this should go to flame, but making playing _fun_ is
important enough to me to post this to general... After all,
besides the addiction factor this is a game after all, and should
be about having fun, not about carpal tunnel syndrome.