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Re: A beginning - mastermobs and Daes Dae'mar.

Posted: Wed May 09, 2018 4:54 pm
by Elysia
A new mob has joined in the treaty affirmation/ anullment fun, a registrar's aide. This mob literally helps to provide more space to use.

The treaty/issuing mobol has been adjusted to allow the (nearly) full spectrum of clans the ability to issue their clan mobs in the various barracks, or deny them. This includes secret clans and clans like Legion and Forresters who could previously issue anywhere. The only clans automatically granted issuing rights in every city are Gleemen, Illuminators and Wisdoms.

While I don't think Andor would grant the Iron Fist the ability to issue mobs, who knows what might happen in the future. The key here is that everything is in the players' hands.

Re: A beginning - mastermobs and Daes Dae'mar.

Posted: Thu Jun 28, 2018 9:46 am
by Elysia
We're in the process of making some changes to mastermobs.

  • The clanned mobs' level will be raised. (done)
  • We are discussing adding a qp cost added to them, although there is an issue with these mobs not returning after crash/boot.
  • The barracks in Rhahime and Lugard will start issuing the generic mastermobs again, for free. However, these will be lower level than the clanned ones.(done)

Mastermobs have been on the chopping block in one way or another for years. They were frequently overused both by smobbers and pkers, replacing players or throwing smob and pk balance out of whack. Considering we are a multi-user dungeon and not a single player game, getting players to play together is the foundation of the game. We also feel that the social bonds between players play a huge part in player enjoyment and keeping players interested. While some setups are clearly aimed at the more reclusive, the overall aim is to bring people together. Changes such as removing outlier zones were made for similar reasons, so this change is in line with that.

However, there are also boons to mastermobs. Roleplayers frequently use mobs to play more than one character. People playing during off-peak hours can use the help and obviously that one mob can make the difference between a functioning smob group, or being able to put up a fight.

As with the weapon changes, the idea was to nerf them into the ground and then build up to a level that still augments masters' gameplay, without throwing things out of whack. The oldschool mastermobs were level 25, however, after this change the current variety puts them much closer to the level of a number of DS leadables that were upped approximately 8-10 years ago.

On a final note, please remember that many things are coded and we cannot change them. Usually when something is done a certain way, it is to make up for a lack of a coding fix: e.g. removing the ability to bash, making them cost qps in same zone. We tried two workarounds to remove bash, but alas. The one variety broke them all the time, the other lead to such gimped mobs they were a nightmare to work with. To compensate for retaining the ability to bash, their level has to be adjusted. Or as Vampa put it, make them more like CoL eagers rather than old mastermobs, both in terms of strength and availability.

Maybe further tweaks will be necessary, maybe not.

As a reminder, here are the available commands:
-say issue mob at a barracks keeper
-say issue generic mob or say issue clan mob at the Lugard/ Rhahime barracks (DS variety being worked on)
-say return to base at a barracks keeper
-say rally to make them refollow
-say retreat to make them disengage, allowing you to lead them out

Re: A beginning - mastermobs and Daes Dae'mar.

Posted: Mon Jul 02, 2018 4:49 pm
by Elysia
The warsystem mobs and banners are in, just the mobol isn't yet. Ergo, the mobs won't tally anything atm. War rules still have to be written and published, too. Progress, but not finished!

By the way, I opened the Lugard War Room too, in case certain Murandians want to get political. At least they have the choice, now.