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[quote] On 11-11-2009 18:12, Samson wrote: [quote] On 11-11-2009 16:55, Armand wrote: [quote] On 10-11-2009 23:08, Samson wrote: So the portcullis has always been able to be opened by a solo player has it Turrican? [/quote] [quote] The PC is openable solo on MUD1. So if this was not always the case on MUD2 then the change was a change back rather than a new change. [/quote] I believe that is a change to MUD1, along with the introduction of the tea room, that was made, at the earliest, when it became known as British Legends. [quote] Going back to your main point, its true that MUD2 is meant to be multi-player, but the majority of the puzzles have been designed to encourage solo play and to reward solo players more than groups. With most of the puzzles which have multi-player methods, these methods are fairly obvious, and there is a less obvious solo method which results in the player getting all the points for themselves instead of having to share them. The only exception to this that I can think of is icons, and as Turrican pointed out, this was probably done deliberately so that there would be at least one task to test player co-operation. Even this was not made compulsory because you can skip one out of the eight tasks to wiz. [/quote] Alternative solo methods have been introduced over time, which enabled puzzles to be completed solo due to the lack of critical mass of players. [quote] The multi-play element of the game has always been geared towards competition rather than cooperation. That's why most of the really good kit items do not have duplicates of equal strength, so that players are encouraged to compete for them.
[ This Message was edited by: Armand on 11-11-2009 17:06 ]
[/quote] There has always been a mix of co-operative puzzles and competition, yes. However, I feel we are drifting away from the point raised in this thread, which was regarding the information sharing between players to enable puzzles to be solved, either by themselves solo, or co-operating with others. Taking the puzzle of the icons, for an example, would we, as a collective say it was ok for new players to be told the locations they had to do something, or just chose one of the locations and always ask new players to go there? I would say that explaining to them what happens to the 'leader' would be frowned upon, as that would spoil the mystique and sense of adventure. [/quote]
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