The first thing I want to say is that Necromium, as a mud, has gone
through a lot of change. It's always been a very enjoyable way to
while away the hours, with a generally helpful imm staff, a good
playerbase, and a lot of friendly rivalry amongst players. I can't
tell you how many happy nights I've spent obsessively plotting our
domination of entire continents with my fellow mudders.
And yet, one flaw in this otherwise wonderful mud is the reluctance
of certain immortals to cooperate with the playerbase when
deciding what changes to implement. Although they're more than
willing to listen to the players' opinions and offer their own views,
I have never once heard an imm say 'actually, that's a good point.
Perhaps I should change that.' In fact, I haven't even heard an imm
say 'good idea, I'll keep it in mind.' The traditional response has
always been 'if you don't like it, leave.'
It should not be a surprise then, that a rather large percentage of
Necromium's most diehard players - including myself, a five-year
veteran, even if I did spend most of that time playing Dragoncards or
dying a lot - has finally become fed up and decided to look to other
muds. The immortals are always trying to balance the Necro - a VERY
good thing, as constant imm involvement is a definite plus - but,
unfortunately, their definition of 'balancing' a class or skill
seems to be a little closer to 'castration' than most players would
The super-Avs (highly powerful Avatars, or fifth-class characters)
have always been a beloved staple of Necromium's playerbase. It's
not uncommon for Warrior or Thief Avatars (Wavs or Tavs) to train the
daylights out of Dexterity in order to reap the benefit of all that
extra Attack and Defense. Now, let me tell you something. After you
multiclass at least once in Necro, you know that it's almost
incomprehensibly hard to gain character points at level 33. It takes a
LOT of time and patience to gain a stat point through pure
'CP'ing', and in my humble opinion, anyone who goes through hours
of mindless mob-killing for an extra 1 or 2 percent of att and def is
welcome to it, because he's earned it.
The imms however, apparently decided that Dexterity is poorly
balanced. They didn't do this because Dex-specialists were having an
easy time of it - a lot of equipment zones require around nine Avatars
to run safely - but because all the most powerful players were
patiently working away to become Titans in melee combat. This was
apparently unfair to the less powerful characters who didn't put the
effort into gaining all that power.
Let me simplify this for anyone who doesn't understand yet. The
immortals weakened an important stat that people have literally spent
years training simply because they thought it was unfair that people
who spent no more than three days training it should have a chance to
win in a fight against someone who took about three hundred times as
long. This logic doesn't seem to make a lot of sense, but when the
playerbase in general posted up a collective 'wtf', they were
greeted with the standard 'if you don't like it, leave.'
And so, after five years of loyal play, I have decided to take their
advice. Necromium had, and still has, the potential to be one of the
greatest muds out there... but the immortals will have to do some
serious thinking about their methods first. Let me be the first to
caution any prospective new players: if you decide to try Necromium
out, ask the admins what they think about working together with the
players first. We're tired of trying to win them over, but maybe you
can make some progress where we couldn't.
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Comment posted on Thu Jun 17 10:18:56 2004 by Kraken:
Update: the imms have actually changed Dex back to the way it was. I
suspect they did this because the number of players online instantly
dropped by around 50% when they instituted the change in the first
place. While I consider this a victory for the playerbase, I don't
think I should have to view things in those terms - when the players
literally have to fight the imms to bring about change, there's
something seriously wrong.
Let's hope this decision heralds a period of more open-minded imm
activity, and cooperation with the players. Perhaps I'll return
sometime to see how things are going.