Post
by Razhak » Thu Jun 21, 2018 12:42 pm
I m going to chime in on this discussion, and albeit that master mob lead is the main subject, I will also pull in some other, related things as well.
I am speaking from a DS point of view, but I have the mud as a whole at heart. Unlike some of people posting I believe that all sides need eachother. If we lose a side, like we are losing DS lately, the other side also suffers. This game's gears is the war between DS and LS, and if that ends, the mud will grind to a halt and we will end up with a few people emoting against eachother in city squares..
Removal of master mobs as it has been handled has severely dulled the mud as a whole.
I will explain, first of all, I understand some people perceived the use of master mobs as overpowered, and are happy. I hope after my (long) post, they will see it in a different light.
In regards to PK, the removal of master mobs has lead to alot more of what I like to call: "all or nothing PK" or "steamroll pk": you either win, or you lose. This sounds like how all pk goes, but this is what I mean: if one side (be it LS or DS, leaving the now removed SS out of this matter), they had the option of evening things out with lead mobs. For instance: the other day Decrepit and me were in blight against 6 skilled humans, one being a competent channie. This meant that basically we were screwed. We tried to make stands at patties (both of us being absers), but a group of humans can just concentrate on hitfleeing the DSers, buff some patty mobs and we had nothing really we could do against this. Especially if humans start spamming for shadow stallions, then basically the next step is going all the way in to GK or TKD.
By removing master mobs, alot of pk sessions have become boring: no tactics, just spamming names/race and you will whittle down the side with lesser numbers quite easily. Before you could use tactics with mobs to break this up, to break face off, to engage humans and concentrate on others, to shift the PK balance around to a more favorable position and KEEP PK GOING. This change has especially hit absers hard in my opinion, as they benefitted most from the ability to split face off during outnumbered pk. I think this is reflected in the fact that alot of trolloc abs masters are just not playing atm (personal observation).
Now PK will just end. This has been my thorough perception since the changes: PK ends more often nowadays, with one side just heading in to ride out the storm untill the other side leaves/breaks up.
Another matter is with the raider. I hear complaints that we have mobs in 90% of zones as DSers, and thats true. It is also mostly true that those mobs were used in raids if you got hit outnumbered, which DS almost always is sooner or later if they stay in one area down south. For example, if outnumbered in Andor, you fall back to for instance WB fade, and run the risk of getting doored inside, with the added perk of having mobs to lead around and perhaps get a kill on chasers. I remember logs of fades raiding deep in the south and killing humans outnumbered in doors. The Cravens, Zorks and Punys (or insert other kobal masters) who used to raid tear and fought using mobs around TT. The Atvars who hunted in saldaea, etc, etc. Thats all gone after this change: once you lose a fight and are running, you can better keep running now.
Once again PK ends prematurely and has thus become more boring.
The effects on smobbing are evident most in the low number times of the mud. From personal experience I am during my late mornings/afternoons online alone. I used to smob and run around with a mob to gather herb ingreds, get eq, sell for cash, etc etc. The remark that a mob is never a replacement for a player, is in itself very correct. However, then there need to be players to group with to start with! DS at the moment is a dead side, especially during european late mornings/afternoons. These times used to be fun in the past with almost always a couple people online, but now I am more often then not online alone for hours on end then.
The cause for this lull in numbers on especially DS is multifactorial, and certainly not only debit to losing master mob lead. I also think matters which are detriment to DS at this moment are (in no particular order):
- Loss of master mob lead
- The growing unbalance north of Fal Dara between LS and DS: some examples are the insane upping of Lockshear into a mini-Faldara, Ragan-Kajin-Mire-WindingCommy as smob-fallback points for low humans with no more ways for DS to break face off there with a well-lead mob, etc. It frustrates people to see humans be able to rest/regain quite freely close to PK zones when DS has to go into their cities for comparable mob protection
- DS being passed over in alot of new, fun changes to the mud: why no rank 8 perks for trollocs (not fades), to entice them to develop their trolloc master, instead of gunning for remort (only end-game option for DS atm). Swordmaster for LS is a great addition, why no DS equivalement geared towards trollocs (again not fades). Heralds/bounty hunters/whatever other questmasters LS has gotten past year: why nothing like that for DS? All these things make it so much more worthwhile for many people to play their LS character at this moment. It will make DS also worthwhile to play if there is no direct PK, people will stay online instead of idling out waiting for pk to happen. One of the largest upsurges in PK in recent history was when DS and LS has questmobs which awarded for smob/pk scalps from certain areas: those areas became instant PK hotspots with lots of fun.
- I actually think DS could get more players if there were given more end-game options to DS. How many end-game options are there for LS (in no particular order, and not intended to be a complete list): warders, blademasters, aes sedai, morat-torm/raken, BTs, WBs, any rank 8, for a short time ogier (untill removed due to coding issues), and probably more which I forgot. On DS you can fade or DL, thats it (albeit quite much fun, proving as Razhak has been around as a fade for like 13 years now). Add end-game options for trollocs like grey men, behemoth trollocs for other clans, etc. Make it worth while to play a trolloc more, and I am sure you get more players online.
I would love to hear other people's opinions about this matter. The examples I gave are from personal experience, and perhaps others have other reasons to be for or against this change.
How I see it, it has been a well-intended move to change something for the better, with alot of invested time and effort from involved immortals. I sincerely hope those immortals will have the insight to listen to the player base and come to the conclusion that albeing well-intended, this change has not been a change for the better.
We have seen these things before on this mud, the most clear example in my memory being Nass' redo of Blight in the 2000's which ended up being a horrible change and was reversed after the mud made clear why it was a bad change.
Kind regards,
Razhak