Ok, I've taken some time (yet again) to look down and read most of what has been transpiring in this
thread which I can't necessarily say for some of you. (Anything that begins with "tldr" loses all credibility
and value towards consideration). But I'll start by saying that the following is an off-the-cuff set of thoughts,
ideas, brainstorming, and otherwise conjecture and/or reaction (and does not in anyway warrant, require,
guarantee, or mean anything in particular with regards to things that exist in past, present, or future
reality) But, you guys wanted another immortal's ideas, so here goes....
As head builder and player, I mainly look at things from a small set of perspectives. As a player, I am limited by my perspective on a current system by my character and style, my aspirations and goals as a player. As a
builder, I get to realize each of those things on a grander scale. Up to this point, I'd say they give me about
the same amount of enjoyment, an amount that has kept me 'in the game' for over twenty years. When I'm
not playing, I build. That's what I do, and that's what I want to do, and that's what my focus is on. I don't
really focus or consider too many things that I a.) don't have the technical knowledge for, b.) aren't directly related to what it is that I am working on at the time, c.) I don't really have too much experience with in a game play sense (because it's hard to have a good opinion on something if you don't experience it in some
way), and d.) I just simply got other things in real life to devote my attention to like my job, where my next meal is coming from, am I going to be able to pay rent this month, etc. I'm never going to be a coder nor will I be writing code, however small and infinitesimal the amounts thereof may be. But I can work with the people in the staff and the players to try to use the current system to create some pretty neat things. This is partly why I've whipped up some, again "off-the-cuff" ideas that seem, at first glance, to be worth considering for shop ideas and improvements that would go alongside an infinite or multi-rung ladder of progression of sorts. These are:
//Gold Accumulation Bonus
//Skill Percentage Bonus
//Spell Percentage Bonus
//Water Breathing
//Perm Visage
//Access to the prime skills of secondary classes
//Access to the prime skills of tertiary classes
//Raise the caps of secondary and tertiary max_stats
//Mana Regen Bonus
//HP Regen Bonus
//Move Regen Bonus
//Age Reduction
//Weight Percentage Reduction
//Bard Song Effect Perentage (Affects more players at once)
//Bonus Bonus Dam Reduce
//Bonus Bonus Charisma
//Bonus Bonus Spell Bonus
//Bonus Bonus Undead Control
//Bonus Bonus Stab Damage
//Bonus Circle Damage
//Bonus Bonus Heal Bonus
//Bonus Excrutiating Blow Percentage
//Resist Webs
//Bonus Saves (Not Really In Favor of this too much)
//Access to Legacy Concepts
-Fargate Spell
-Legacy Strength Spell
-etc, etc
//Spell Duration Increases
//Skill Duration Increases
//Hunger and Thirst Increments/Decrements (Depending on how you look at it.)
Now, I have no idea how difficult or sweeping at the microscopic level some of these things would be simply
because I'm just not intimate with the code regarding such things. But there are a few things that have been brought up and talked about during this thread that I do have an opinion or alternate ideas to address some of the same concerns up to this point. They are as follows:
1. Comparisons to MMORPGs and WOW: We aren't WOW, We will never be WOW, We don't aspire
to be like WOW, and we don't have the funding or resources to create another WOW.
2. The Illusion of Time as some Metaphysical Currency. Nobody's time is sacred. It is not a holy sacrament to be regarded at each level, at all times, to be exalted as christ on the cross, osiris in the tomb, or the phoenix from the ashes. Once you spend time to waste time, you lose all credibility in arguing for time's sake. Spending time does not guarantee or warrant the use of someone else's time for your opinions or gains. Now, to that point, however, we do what we do because we love the game and we generally like the people that play the game. As long as the enjoyment is there, so is the game and considerations, and all the gains and merits that come with it. Regardless of momentary arguments and hurt feelings, I'd like to think that we all want this wonderful, fulfilling relationship to endure as much as I would like it to.
Now, let's move on...
3. Revamping Areas: I think it could very well be worth revamping some areas and things to meet the requirements of the current system and players that we have, sure. But I doubt that the players and I will consider the same things altogether. I'd like to see an upscaling of some of the descriptions and presentation of the areas that have been neglected or have been around since the birth such as the Catacombs. To me, that's part of what I enjoy about building and areas in general; What's the story here? How did this mob come to be a skeleton? Or how did this mob become a ferryman? That's all terribly interesting to me. There's a problem with going around revamping everything outside of descriptions and presentation though, and it's mostly in the long run. I'll use an analogy here: Imagine, if you will, you are climbing a ladder that reaches upwards to a point that lies outside your possible field of vision. No matter how high you climb, you can never seem to reach the top or even see it for that matter. You spend so much time raising yourself up the rungs, that you don't notice that the ground is no longer visible after a certain point. At that moment you realize this, a question pops into your head: Where are you on the ladder? The point here is I, and I would dare say much of the staff, have no desire to scale things so high as to leave the ground out of sight. And by this, I mean to say that giving the world to the top level characters while providing a mere handful of grains of sand for those who aren't trying to achieve the same things, are content with being low level, are content playing a different way, are casual players who log in just a handful of times a month or year, or otherwise aren't really worried about becoming more powerful or engaging in things that they don't already have available to them. Back to the revamping areas, sure, some of them most decidedly need to be addressed, others not so much. It is my most endearing intention to provide wholly new content in context of new areas rather than spend all my time going back through 400 zones and making sure they are up to date with the current state of the game because repackaging the same areas as something new seems not only disingenuous in some way, but runs contrary to my mission to provide new area content. That doesn't mean it won't happen, but it's not really a primary focus.
Let's move on...
4. Hardcore Characters: When I worked on another mud, we introduced what we called hardcore characters. They were bigger, meaner, faster, more adept, and more powerful. There was one catch: they only got one life. We found this challenging to see how high of a level we could get. (I think we only got to level 25 at our highest) but like the coliseum, once we reached a new plateau in levels, we found it greatly rewarding. Anyways, I've been pondering how something like this might go over here as some of the arguments that have been in this thread have been centered around maintaining the challenge of the game. That, to me, could be quite challenging and, perhaps, even rewarding.
5. Ad Hominem approaches are unhelpful and unproductive, and do nothing to address anything of value nor does it move any topic of conversation forward.
6. "Worthless" things. The elements of the game that are deemed "worthless" have become so because we've increased so much over the years - the attainable zeniths of spells, skills, requirements, mob caps and capabilities and equipment caps. This is not likely to change in its present course, and speaks volumes in regards to the attempts to maintain a balance across the board and a point I was trying to make in bullet number 3. This brings me to the comments regarding the concept that immorts don't listen to what players want. That simply isn't true in such a blanket regard (or disregard depending on how you look at it). For
example, Teker asked what sort of EQ people wanted to see, and he and I have been filtering the EQ creation process alongside of my area building with those taken into account. You can see this in the item that Charybdis loads in the Water Plane Extension. But to imply or suggest that we should dump huge, sweeping changes in all at once isn't reasonable; that implication runs contrary to a fundamental logic, that logic being one of an Aristotelian nature that says simply that once you begin changing the properties of something, it becomes something else. Now, that's not to say we aren't interested in evolving or evolution of the game shouldn't be expected. But making such huge changes all at once isn't an evolution, it's an outright creation of something else.
7. Caps. Some things need to be capped like things measured in percentages because you shouldn't have some things with no element of percentile risk. Spell casting and skill performance is a good example of that. There cannot be a hundred percent guarantee with some basic elements of the game or else there's no risk and no challenge in that regard. Other things don't matter such as, say, linear measurements such as hunger and thirst.
-----------------------
Ok, so now that we're past all of that....
I won't concern myself too much with any decision process regarding how the costs of each new shop element should be scaled. One, I don't really care. Two, I'm not as intimately knowledgeable about the shops as some players and staff members. But I'd be interested in hearing some of your thoughts on some of the ideas I've presented today as way to support multiple, if not infinite, rebirths and progressions. I've taken some of the ideas from you guys and some from my own musings. I haven't really considered too many repercussions other than the things I've already discussed, so there's that. Also, keep in mind that none of these things are the result of any conversations with other immortals. This means that anything contained within this post is no indication whatsoever that you should or could expect any of the things I've addressed. You guys asked for the opinions of other immortal staff members, and, well, here I am.
Also, I wouldn't take this as the entirety of my/our ideas and plans....
There has to be _some_ mystery, after all
-Neptune