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Message ID: 7023
Date: Wed Sep 22 23:09:00 BST 1999
Author: Mike.Langlois@xxxxxxxxx.xxx
Subject: Re: Why do the melee classes keep wanting Bind?


* SNIP *

I consistently read all over the net how members of certain melee classes are
sick and tired of having to go on 4 or 5 zone spanning runs to get back to their
body. Who are these folks kidding? The only zone that is 4 zones away from a
bind point is Nagafen's Lair. (Nag's Lair->Solusk A->Lavastorm->Nektulos->Neriak
Foreign Quarter.)

All of the other zones in the world are usually only 2, sometimes 3, zones away
from a bind point. Is it just that folks aren't aware what the bind-able zones
are? Or maybe good aligned characters don't realize they can be bound in evil
cities just like good cities? Is a two zone run THAT bad?

Of course, I'm ignoring the fact that an item exists that allows ANY character
to bind themselves ANYWHERE. Yes, it's hard to get, as it should be. But the
option to get the item is available. And as long as this option is available for
EVERY character, I don't think Verant will ever give binding ability to
non-spellcasters through any new class-wide ability.

* SNIP *

This is one of my pet peeves, so I'll field it :)

Let me make one clarification first: Melee classes don't want to bind, they
want to be bound in non-cities.

We have 2 groups of people on the server, binders and non. Now, when you die
you come back naked. A caster can mem his spells at his bind point and then :
Armor up, go invis, add speed, and still defend himself with DD type spells. He
doesn't really NEED to bind, he's good to make the run.

A melee class character shows up naked and that's that. Now this fellow, let's
say a warrior, must travel slowly across multiple zones, with no armor, no
weapons, and no invis. If a random green creature crosses his path, he's dead.
More exp loss, more time lost, no chance to win the fight.

Those that can bind don't need to, those that can't have a problem returning to
their bodies.

Also, in a party of casters and fighters, when people die, some can rejoin right
away and continue to have fun, while others must run for quite some time,
risking additional death, and holding up the rest of the party.

In my play window, if I die in the last half hour, my EQ time for the night is
done. My casting buddies can jump right back in and play till quitting time.
Not a good value for my $10 / month.

Can anyone tell me what 'balance' issue is served by the bound-only-in-cities
rule? The freedom and perks come from being able to bind yourself at will.
Melee folks will still have to beg and pay for this from casters. But what is
being preserved or protected by the walk of shame? It serves no realism or
gameplay value, and detracts from the game. I don't mind dying, but I do mind
not having fun for no good reason.

And I mind being killed by a green lion on the way back to my body because I'm
naked.

The bind rule serves no-one, and cuts into some paying customer's enjoyment and
time online, and not others. Sure we could all play casters...but why should
we? What's the bind rule for?

Golias, Solusek Ro