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Message ID: 7488
Date: Fri Oct 1 00:55:36 BST 1999
Author: Reece, Tom - 25IDL G4
Subject: RE: Hey this sounded interesting..


Shada: what you say in your last sentence sums up the whole issue. For me
at least, the time spent travelling back to your corpse from multiple zones
away is not fun and completely boring. That time could be better spent
adventuring, which is the fun part of EQ to me. Lets say on average it
takes you 15 minutes to get back to your corpse. If you could get bound in
non-cities, the amount of EXP you could gain during those 15 minutes is
nowhere near the amount you lost when you died. However, you get to spend
that 15 minutes playing the game in whatever manner makes it fun for you.
IMO, the binding issue isn't a class balance issue but a "Is this really
what I want to be spending my valuable game time doing" issue. Don't take
any offense, but based on the fact that you have a 50th level character and
two 20+ level characters, you obviously have more time to devote to playing
EQ than I do. My only character is my 23d level bard and I've been playing
him since April. That gives you a pretty good idea how much time I get to
play. As I have said before, for casual gamers who don't get to play EQ
that much, not being able to bind in non-cities has a major impact. When I
die, that pretty much writes off the rest of the gaming session for me.
Thats why I support a change to the policy.

Galtin of E'ci

> -----Original Message-----
> From: Garramone, Michael (CCI-Las Vegas) [SMTP:Michael.Garramone@...]
> Sent: Thursday, September 30, 1999 1:25 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Hey this sounded interesting..
>
> From: "Garramone, Michael (CCI-Las Vegas)" <Michael.Garramone@...>
>
> sorry i don't see the connection. i advocate not letting melee/hybrid
> classes to be able to bind, making the game harder. how does that make it
> easier to "win" or have anything to do with what you said?
>
> no one likes dying, not just some folks. that's the point, it is bad to
> die. if there were no consequences, there would be no challenge. is this
> what you are referring to, my point of the game being a challenge? this
> has
> nothing to do with wanting to win, it has only to do with wanting to have
> fun, and not being bored. it is after all a game, and if you are not
> having
> fun, you shouldn't be playing.
>
> Shada
>
> > From: silky@...
> >
> >
> > Some folks just don't like dying - that in and of itself is
> > enough of a
> > penalty, thank you very much.
> >
> > This is where the paradigm falls back to singlemindset games
> > - that there
> > has to be a way to 'keep score' - that puts the emphasis on
> > advancement and
> > competition with others - instead of living in the world, and
> > working with
> > others.
> >
> > You cannot 'win' in a persistent world - nor should the goals be
> > artificially propped up to encourage that attitude.
> >
> > One of EQs major shortcomings - is there is a perceived
> > 'end'. Games - read
> > 'worlds' of this nature are going to have to mature past the
> > singleplayer
> > game mindset baggage they have towed along with them, for
> > these worlds to
> > truly reach their full potential.
>
>