Comment Submitted By: Chalgyr
Author Status: Staff member
Started on Kingdoms of the Lost: From the beginning ;)
Submission Date: Sep 27, 2003
(The following review comment is the opinion of the comment's author
[Chalgyr] and in no way represents the opinions of this website
or its staff).
Well, I am pleased that some of the points were ones of fondness for
what we're trying to do, but there's a few very good points that I
think Sylke did make, and a few that I think are perhaps misinformed,
and others that, in my opinion, are probably wrong.
First of all, I agree that the mobs need 'smart' code to prev2ent
hit/run/re-hit tactics, and it's one we're planning to put in. Also
mobs who identify for a fee is another that I simply haven't gotten
to yet (hides behind our BETA listing for these ones as of now) :O)
The mage being predominant class was interesting to hear, because for
months straight now, I've been hearing how weak mages and priests
are, as opposed to fighters and rogues. I am actually pleased to
hear someone complimenting the usefulness of a mage, by delving into
some aspects of their ability other than fireball and lightning bolt,
and pointing out some of their non-combat uses.
The owned equipment is, unfortunately, quite limiting. We didn't
implement this to keep people from making profit, so much as cut down
on cheating. For about a period of 4 straight weeks, when we
implemented new skills and areas, a good 15% or so of the pbase
(which admittedly isn't huge, but does average 30+ a night and has
gone over 50 on several occasions) was handing eq to friends to give
to alts, and so on, basically breaking the rules at whim. We caught
some, but not all, I'm sure. So the ownership code was suggested to
me by quite a few of our players, to keep that from happening anymore.
It's unfortunate that a piece of code has to limit player flexibility,
but it's made the game considerably more fair for the players who
don't cheat.
Yes, the 'veteran' players are the strongest no doubt, but I think
people would find it humorous that we've been open as BETA for more
than two years, and our 2 strongest characters created over the
summer, only a few months or so ago (Sye and Khaman). These two
players showed an interest and dedication towards being the best,
and they got it. Khaman recieved not a single item from a departing
player, and became our first player to reach level 175. I've seen
similar arguements from players that it's 'unfair' to them that the
players who have more hours available to play their characters should
be stronger than themselves. To me, the people who put the time in
will always come out ahead in competition. I think a playerwipe
would be irresponsible at this junction, and would likely cost us a
healthy part of our playerbase. By adhering to the logic listed for
doing a pwipe, we would have to do one every few months, in order to
keep the balance of play 'even' for anyone new who comes along, but
even then, I think that would be selling new players short, as I
think back to the accomplishments of Khaman, Sye and others.
If the risk and playerkill are the primary things you are looking for
in a MUD, I admit KotL might not be quite right for you. Those are
features commonly sought in GodWars and other PK-heavy MUDs. The
focus of KotL however, is roleplay and adventuring, as well as
character development. If you have to put a week or two of your
life into getting a custom weapon, I would be very disapointed as a
player to lose that weapon in combat shortly after, which is why we
have claim and owner code to prev2ent these sorts of things. Of
course it's a matter of preference across the board, but more often
than not, these are areas that I have received compliments for
usually, by our players.
Just the same, I hope you stick it out and continue to play and build
up, as other newer players have in the past, and enjoy yourself.
- Chal
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