With a faltering player base (given a bit of a boost with the amazing SD/Aura change which brought me out of hibernation), we need to do everything in our power to maintain and promote Archoning, rather than create further distress. The ethos displayed by many people in this game is disappointing and altogether negative, as is demonstrated in this log. The creation of more difficult gameplay in conjunction with changes like the dust emoting counterspell from hunters and elimination of out-of-combat healing on unformed players (who are not involved in PK) ultimately leads to decreased activity, decreased player morale and an altogether discouraging environment… all of which the game as a whole is experiencing the effects of now.
Just to be clear, I am in support of the vast majority of changes that have been implemented over the years (I support the AR change for example) and I generally emphasize with the complexities of management and the inane, often petty problems that face our Immortal staff on a daily basis. But we desperately need to be moving in the OPPOSITE direction to create a more positive, encouraging culture if this game has any hope of survival. And I hope it does.
I agree with this post.
First off let me say that I appreciate the work the the Immortals do for the game. They have created some amazing puzzles, areas, and mobs over the years to fight and explore and solve.
While changes are good and in someways I can understand some of the changes (The AR Change for example) some of those changes could have been done better and others are just wrong.
I was on pktalk and asked about the no healing non-form members in combat. I was told it was to close some combat loopholes. Well my question is what combat loopholes. There are bosses and other mobs in this game that are designed around one person doing it while other players heal the player doing the boss or mob. For example the Blarg. While some players will not have an issue soloing said mob due to there class path and race. Others will never get it done due to a low damage class path. You have never been able to heal a player that is not in your form if said player is fighting another player in PK. So I fail to see how there is any combat loophole here.
The other thing I am noticing with the change log and just other areas. PK seems to be ruling the day. Good luck getting to 100 AR as a casual player without joining a PK clan or flagging Duelist. If you are totally against pk (Clan 13 for instance) then well this game is no longer for you.
You are taking away our ability to see somebody coming to PK us via the addition of druid spells and the change to shift in the FP. There by making it to where those would be willing to try runs in those CPK areas more hesitant to do so. Making it easier to PK new players and grief them to the point where they leave the game, ect.
Don't get me wrong, PK is a part of the game and in some cases fun. However taking away ability to flee, (massive lag, the strike that kills you if you move) or avoid it all together has gone a long ways to drive players away from this game and keep them away.
The other changes, such as dust emoting counter spelling, defenses, and healing scripts on mobs. These changes serve not to make an encounter difficult but rather frustrating. You frustrate the players enough they leave.
Once again I love this game and will always play it from time to time. I love trying to solve some of the puzzles out there that due have clues. I love trying to figure out runs that have been put in. I am just tired of the changes that seem specifically designed to frustrate the player base or drive players into a set play style. Its causing the entire game to suffer.