Post
by Targun » 29 Mar 2012 00:39
Cherek. For years, I encouraged, posted detailed schematics, presented detailed ideas even projects on the improvements of combat system. Mailed Gorboth, AoP, discussing reintroduced features like block and why they are completely not matching the game in its current shape.
I have achieved... nothing. Even though majority would usually agree in the topics I created. And there was really nothing extraordinary in these. Pretty much anyone could have written the same, because it was, what is considered 'a common sense'.
Answering your question. Oh yes, they did multiple thigns wrong. Especially, since people who originally created the MUD handled it to former players. Pretty decent wizards were replaced with former players, who, at a certain point, brought the mud I was reffering to to 40-50players online from 300+ in less than 2 years, through some outragous friends boosting actions.
Then some things changed, new wizarda came, who- still not free of ties to their 'mortal' friends- restored and improved certain aspects of the game, which was enough to double the active peak hours population, which is around 80-120. There are some very corrupted sides to the game still. I'm not currently playing any MUD FYI. Though as I mentioned. If one honest person was to run that game, it would have 200+ players online easily. And it really resembles Gnesis in a great lot of ways. Suffice to say, it's even more focused on roleplaying than Gen probably ever was.
Actually automatic- chance on hit specials would be a great thing. They would bring some random effect to the fights. Once- the special will fire 3 times in a row, other time- it will not fire for 10 rounds. It is, in fact, one of the changes introduced like 8 years ago on that polish mud. Special has a chance (around 30%) to replace your standard attack. It was a simple yet great change solving at once so many problems. Such as:
*as it was already tapping one bind and is covered by triggers in Genesis- no piont in keepig it anyway
*pretty much eliminating bouncing- as special became a standard attack (just imagine how much work was put into anti-bounce scripts for certain mobs in Genesis
*both PvE and PvP were enhanced, as you can hardly ever predict what is going to happend and outcome of the fight might be dramatically different depending on a day or single encounter
*plenty of mobs received their own special attacks- not only dmg, but disarming, blinding etc.- even further making simple combat more interesting.
*isntead of spamming one bind with special, number of global combat skills (avialble training lvls depending on occupation) were brought to the game, including-
-orders
-fight in formations
-covers (resembling old merc advance or current knight rescque)
-breaking through a defence (a skill that allows to push away people protecting through 'resque' your target and keep focusing him
-block- in a form way more reasonable and interesing than it is on Genesis.
--Obviously all of the listed above skills had shared internal cooldown and were a strain to your fatigue which is one of, if not the most, important factors of you character.
If a certain aspect- be it smithing or herbing- of a game is designed just to be performed by bots, it shold be removed from the game ASAP. Smithing on Genesis serves one purpose only. Earning cash, while your robotic script does the work, when you are AFK. What's the point? Anyone?
Instead a system, when one has to gather rare resources, find extraordinary wood for pole, gather mithril, melt megic weapons to create his artifact of choice could be introduced. This artifact coudl break perhaps, but you could mend it, finding desired, rare and non-robotic ingredients- giving reason to eq hunt. Players love such things.
What we got instead? Instanced newbie area! YAY! Someone seriously ever considered we are going to have that many newbies instances are needed? Why, for gods sake, just not set respawn timers for like 30 seconds or so? How much time/work was wasted for doing instances instead of doing something that would improve actual gameplay. When it was enough for one wizard to spend 10 minutes and swap reset timers for npcs/items. Reasonable HR management? I don't think so.
This is, what I believe, a perfect example of wasting resources in Genesis. I didn't donate money, but honestly it's only due to the fact I do not posess pay pall account. If there is an alternative way provided, I shall do it. I'm not a rich folk, but for all those years Genesis served me, I honestly think I can spare a few coppers.
Still, isntead of hiring some 14-16 years old maniacs, who for 200 bucks would sit day and night, and improe things our wizards don't have time for, we are aiming for some ridiculous campaign. Noone is going to play Genesis, because it currently sucks. And I really mean it. It sucks BIG TIME. There are changes needed, prefereably ASAP.
Last edited by
Targun on 29 Mar 2012 01:05, edited 3 times in total.