Ascended Mage wrote: Tue Aug 01, 2023 2:11 pm
Sadly, I think, solutions are obvious of making friends
Heartbreaking: Roleplay is once again the primary solution to problems faced on roleplay server
Richrd wrote: Mon Jul 31, 2023 7:38 pm
"Bring friends!"
Yeah, I'd love to but so many people either don't talk at all or they have no interest in helping out due to being too low level, too high level or just busy doing campfire RP. The odds of finding people to actually do writs with is slim, especially with how content generally seems easily soloed.
Even high level Skal players tend to not mind running minotaurs because of how well the loot sells. Whenever I log into Skal, no matter the time of day, I regularly see people around the campfire gathering new parties to go through the area. Half the time I do the writ, I find someone either on their way there or already there - and they're almost always willing to team up to make short work of the place. Show me the chat logs where you've asked people for help and been refused, because hearing that you experienced difficulty in getting even one person to go in with you is so far removed from my lived experiences that it doesn't sound like we play on the same server. On the mainland, I'd believe it - but Skal? The abundance and availability of adventuring partners is the best part of the Skal start.
Darkness is a valid and viable strategy that's trivialized challenging content ever since the game's release 20 years ago. Your choosing not to utilize it is a self-imposed handicap that, while perhaps fitting for the roleplay, is ultimately going to have consequences that will make the game more difficult. I'd imagine the challenge is what makes it appealing! It's not the fault of the game or the designers that you've deliberately chosen not to utilize the oldest and most reliable trick in the book. Even without using darkness, you can still fight next to the transition and abscond to heal up and wait for your cool downs before jumping into the fight again. Darkness makes it easier, but there's still ways to play smart without it.
I do sympathize with the struggle. As a hopeless roleplay builder who has never played a decent build in my entire Arelith career, there's been plenty of times where I would pick up a writ without expecting it to be difficult, only to find myself stuck with what was simply an insurmountable challenge because whoops I didn't know this new dungeon had a phylactery boss and guess who's playing a DEX rogue, time to dink out 300 damage off of 1's and 3's while the boss's army of summoned ghouls tenderly gnaw me to death. And while my solution in the past has always been to latch on to the friendliest powerbuilder I could locally source, I have observed a troubling trend in which it's become more and more difficult to find players willing to team up with people they don't already know. But, having just blitzed through Skal somewhat recently with what may be the least competent wizard build ever crafted by the hands of an (un)intelligent mind, I really don't think it's that bad out there. At least, not yet. Give it a few months, I'm sure the admins are working on it.
Not everything is going to be soloable. Not everything should be! The server has so many writs, you can't even do them all unless you play Arelith like it's a full time job. That being said, I do think the minotaur writ, among several others (like those stupid phylactery bosses), should perhaps have something in their text or some special categorization that encourages larger party sizes to hint at their higher difficulty - but unfortunately, reading is difficult, so I'm not sure the complaints about these kinds of challenging writs would be any less common. I certainly don't read any of the writ descriptions (sorry Kuma), so that info could very well already be in there.
Tldr - I like it when people die and I think more people should be dying on a regular basis. I'll start.