Plenty of resources right there. Although the Rod of Restoration's rarity could be reduced a tad....
Again - it sounds like you are justifying the change based on making sure humans do the right thing. Who are "most players"? I don't think I am. Nor, do I want to feel like I am being pushed into a new situation to make sure I "play like the rest". I could not care less if the player across the Internet Town scums, Stairs scums, whatever scums. That is His/Her choice. Even if that is "most" of them.
It worries me that this will not be the end of attempts to curtail how players play the game. That's why I'm making such a stint of this.
In the past few revisions, I've seen revisions in trying to curtail how powerful mages are/were. The auto-roller was disabled: I suppose we had auto-rolling scummers. Guilty, I guess. Then the missile shots were so powerful, those had to be reigned in. Now, we have mobs whose attacks cannot be defended - brain smashing, the silly time attack, and mana attacks.
Just for fun, I put the code back in so Mages had all the spells again, in all books. CLW, Detect objects, Heroism, Berserk Str, Enchant everything. You know, those spells do not ruin the game. With the exception of CLW not being a true Mage spell to begin with, none of those spells ought to ever have been removed from the mage's playbook. Why were those spells taken out? Oh, probably someone perceiving someone else was "scumming" again. Detect Objects only slows down the game in the early levels, actually. For mages are then inclined on going around and checking _every_ object on a level, rather than just hit the stairs and go down to the next level when convenient. Heroism/Berserk - I bet those were taken away because mages were whacking away like warriors too much, and the warrior players got jealous. What happened was, over time, as mobs were made to be tougher, more resistant to nearly all mage spells, mages probably had little recourse but to imitate warriors and go for melee. Ever notice that of all the mage attack spells, only 2 of them are not resistable by mobs? (Magic missile and Meteor storm - Rift would also be but for RGravity mobs such as Gravity hounds, Kavlax, etc.) Chaos strike is only really useful for uniques. Mana storm - too little damage for too high a failure rate compared to other forms of attack. Ad naseum, point is: most mage spells fall far short of what a Heroistic/Berserked mage can do with a good beat-stick. Why would a mage attempt 400-pt. / round Mana Storm at 5~10% fail rate when the same mage can WHACK away at mobs for 700 - 1,000pts.+ w/ 5 swings (Haradrim) in melee combat? Nevermind what Warrior players can do w/ 6 or 7 swings.... "Oh, well, that's why we took away Heroism / Beserker Rage from the mage playbook!" Oh really? Thesedays---now that bow/xbow shots are once again worthless---I find it easy enough to dedicate slots for !s of Heroism/B-Rage. It's not hard to "scum" that up, even in IronMan games.
The problem is not that mage players should not be imitating warriors and thus have those spells removed from the mage playbook. The problem is most mage spells are in fact defunct and/or obsolete against high level mobs.
I remember a time when "Fire Ball" was a great spell to actually have and use.
I digress... (easy to do, I suppose). The Point I am trying to make is the underlying causes and the apparent issues are often different. You will not solve human behavior through policy change - that's a misguided concept spread by liberal thinking socialists. You will not stop town-scumming simply by eliminating one less need to return to town. In fact, I would dare say the "town-scummers" have won.
It was fine the way it was.... Players who like to rely on restoring stats in town can recall back to town if/when they feel they need to.
Again - it sounds like you are justifying the change based on making sure humans do the right thing. Who are "most players"? I don't think I am. Nor, do I want to feel like I am being pushed into a new situation to make sure I "play like the rest". I could not care less if the player across the Internet Town scums, Stairs scums, whatever scums. That is His/Her choice. Even if that is "most" of them.
It worries me that this will not be the end of attempts to curtail how players play the game. That's why I'm making such a stint of this.
In the past few revisions, I've seen revisions in trying to curtail how powerful mages are/were. The auto-roller was disabled: I suppose we had auto-rolling scummers. Guilty, I guess. Then the missile shots were so powerful, those had to be reigned in. Now, we have mobs whose attacks cannot be defended - brain smashing, the silly time attack, and mana attacks.
Just for fun, I put the code back in so Mages had all the spells again, in all books. CLW, Detect objects, Heroism, Berserk Str, Enchant everything. You know, those spells do not ruin the game. With the exception of CLW not being a true Mage spell to begin with, none of those spells ought to ever have been removed from the mage's playbook. Why were those spells taken out? Oh, probably someone perceiving someone else was "scumming" again. Detect Objects only slows down the game in the early levels, actually. For mages are then inclined on going around and checking _every_ object on a level, rather than just hit the stairs and go down to the next level when convenient. Heroism/Berserk - I bet those were taken away because mages were whacking away like warriors too much, and the warrior players got jealous. What happened was, over time, as mobs were made to be tougher, more resistant to nearly all mage spells, mages probably had little recourse but to imitate warriors and go for melee. Ever notice that of all the mage attack spells, only 2 of them are not resistable by mobs? (Magic missile and Meteor storm - Rift would also be but for RGravity mobs such as Gravity hounds, Kavlax, etc.) Chaos strike is only really useful for uniques. Mana storm - too little damage for too high a failure rate compared to other forms of attack. Ad naseum, point is: most mage spells fall far short of what a Heroistic/Berserked mage can do with a good beat-stick. Why would a mage attempt 400-pt. / round Mana Storm at 5~10% fail rate when the same mage can WHACK away at mobs for 700 - 1,000pts.+ w/ 5 swings (Haradrim) in melee combat? Nevermind what Warrior players can do w/ 6 or 7 swings.... "Oh, well, that's why we took away Heroism / Beserker Rage from the mage playbook!" Oh really? Thesedays---now that bow/xbow shots are once again worthless---I find it easy enough to dedicate slots for !s of Heroism/B-Rage. It's not hard to "scum" that up, even in IronMan games.
The problem is not that mage players should not be imitating warriors and thus have those spells removed from the mage playbook. The problem is most mage spells are in fact defunct and/or obsolete against high level mobs.
I remember a time when "Fire Ball" was a great spell to actually have and use.
I digress... (easy to do, I suppose). The Point I am trying to make is the underlying causes and the apparent issues are often different. You will not solve human behavior through policy change - that's a misguided concept spread by liberal thinking socialists. You will not stop town-scumming simply by eliminating one less need to return to town. In fact, I would dare say the "town-scummers" have won.
It was fine the way it was.... Players who like to rely on restoring stats in town can recall back to town if/when they feel they need to.
Comment