by Ezekiel » Fri Nov 01, 2024 1:22 pm
Agreed Bel- I have logged on to lead less and less lately. And when i do, I try to keep it to small groups because as a group expands, it will be about 6 people (out of say 9) are all botting in the group at once. It's demotivating as a leader and makes me want to just log off if I'm just leading someone's bot script around all day.
I used to log on for community and to see what we could kill in a suitable amount of time. I used to love leading eq groups, as there wasn't much push to help midlevs after the 9x40's had all their equipment. The botting nature though has led even the mid levs to adopt the 'follow and forget' mentality. I will say 'beacon back' and they will not respond, so I'll move on to the next in the list of beacons...and then that person similarly does not respond to beacon back to their mob (while I'm trying to balance the uptimes on mobs). It comes off as selfish because- while I'm not needing or calling anything- I'm being expected to lead/kill a mob for someone who chooses not to be there, but still have their mob on the kill list. It is super frustrating and disheartening.
And on to multiplaying- I, too, support Fuligin's stance with it. Multiplaying has always been known as the largest rule that stands above all. Anything in regards to it should be hard deletion. There is just no room for it in a mud.
I, too, agree with Fuligin about the botting experience being overbearing. I have been run over by multiple people solo before. I explain in tells 'Hey, I'm in this area", and their bot script just keeps on killing with no response. Is that the game we want- AI killing for your character with no regard to creating a negative experience in the global, open environment? Doesn't seem like much fun to only meander back a few times a day and see what your script netted you (how does that feel like an earned process in any aspect and is that what we're encouraging)? And if that IS enough for you, should that come at the cost of knowing that gain may have run over someone who was at the keys, maybe causing their log off, etc. when frustrated?
I understand power creep has made it easier to solo, and caused group OP even larger. This means in a typical group setting (and often in solo settings even), anything can be killed. This means there is little to no risk while grouped while having a half proficient group leader. No risk means that people are less likely to feel the need to pay attention while grouped and that their contribution to killing the mob (burning mana, circling, etc). will be less noticed because the mob is dying at fast pace anyway. So the end game being beefed up would definitely help. The problem has gotten so rampant (bot runs with people both solo and grouped)- I would recommend imms raising sceptre in each area to legendary and saving state and making that the default. Before the power creep, that was about the power balance. It may seem harsh by 'current' standards, but it certainly was not then before the power creep. That level of difficulty was spot on. It was why we needed people to be in groups and flourish and learn the game- not bot.
I understand with power creep, people get older and have less availability as we age, etc.- all the reasons that cause people to bot more. Hell, the game is called Sloth for a reason. That being said, I do not just want to take a 'personal' stance on this and have to be the hall monitor for who is actually at the keys and who I need to ungroup. That is similarly demotivating. The difficulty of the game and group necessity that followed allowed for this botter weeding out process naturally for group leaders because lack of participation stood out. Now, leading just feels like a community tax with no reward (or community tax penalty if you're leading around botters), since I can kill just as fast- if not faster- due to power creep.
Leading and groups have long been the lifeblood of muds. You have leaders that are less inclined to lead here because they can kill as proficiently solo and groups, can kill everything more efficiently 2-3 man (even epics). This is because you can rely on those 2-3 to be at the keys due to the nature of the danger in killing large mobs in such a fashion. When you disenfranchise decent-sized group leading or gloss over it, you spit in the face of groups and make the communal aspect die. This slowly leads to mud death. This story has been written by plenty of muds before us and we are no different.
This isn't a long diatribe about what's wrong and yelling into the void. I love a lot about this mud still and would prefer solutions over complaining, which is why I mentioned the sceptre idea. I know it's not an easy problem to solve for the imms (since the power creep has been created naturally over time and area building/modifying takes much longer to balance). Seeing that, I figured the sceptre idea was the easiest way. I hope any other recognition of the tenants going on here also have solutions listed.