Muleing / Twinking discussion

For Issues, Ideas, or Subjects That Do Not Fit Elsewhere

Moderators: Moderator, DM

User avatar
Your best friend
Retired Staff
Posts: 324
Joined: Mon Aug 13, 2012 2:47 pm
Location: USA

Re: Muleing / Twinking discussion

Unread post by Your best friend »

Just going to throw in my two cents: muling has become a pretty common practice and is, at this point, just part of the experience on Baldur's Gate. It has been that way for years. I personally consider it a fun and rewarding experience, kind of like a loyalty program as Flipside put it.

To suddenly crack down on muling would, in essence, just be cracking down on people's fun. Game design for the sake of balance is all and good -- but I think it should be guided by philosophy. The fun of the audience these changes would effecting should always be considered.
Victoria Thornhart | Dreadlord of Darkhold & Priestess of Bane. Zhentarim Guild Thread. Darkhold RP Thread.
Vierna Hun'viir | Ranger of Eilistraee. Retired.
Zilvarra | Drow Deathsinger of House Selmiyeritar
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Muleing / Twinking discussion

Unread post by NeOmega »

Ending muling would be nice, but impossible to enforce.

The economy has been wracked because of the lifting of item level restrictions.

+2 and many +3 items are now worthless, when they used to be pretty good, and could fetch good coin at the auction. In fact, other items, without the + also became worthless. I know, because it was my specialty to find those very valuable items in stores that hit the sweet spot for levels 5 -20, and sell them.

Again, this server had fallen prey to the wishes of the level 30 players.

There is a solution, however, and that is to make enchanting stackable on top of items, instead of having to wipe items clean, and then enchant.

That way, many of the lower level items can be bought with the thought in the back of the mind that it can be enchanted later.

I personally muled like crazy, to keep my merchants/mules in order, so I could know who was carrying what.

I also traded between my characters... ..using gems as ways to pay each other for the items.
Last edited by NeOmega on Wed Nov 08, 2017 1:24 pm, edited 1 time in total.
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: Muleing / Twinking discussion

Unread post by chad878262 »

The issue as I see it is that you can chose not to mule gear, but if the rules are no muling there is no choice. Both methodologies have positives and negatives so there is not really a right or wrong answer. You can get a limited P&P like experience by starting with a group of players as level 1's and not muling any gear, in fact it's some of the most fun I've had, even though we all pretty much know every dungeon we enter by heart. However, with no muling the stories players craft for themselves become more limited. If RCR'ing from a level 30 down to level 20 and crafting a backstory of an accomplished, middle-aged adventurer it would stand to reason that character would have more than basic equipment and 1,000 gold after all.

Personally I can have fun in either system and actually prefer not muling. However, I fully embrace that others do have different viewpoints which are no less valid than mine. End of the day the decision was made to allow muling here and I highly doubt Admin/HDM's would even consider ruling against it at this point.

As to item level restrictions I agree, but it's a bit of Pandora's box. There were some issues with having item level restrictions in place, such as bugged items with level 60 requirements. Now that they are removed, re-implementing them could cause a lot of issues which would require the diversion of significant admin, dm and developer resources to address. Thus I see that as a situation where it would be good to go back to, but the amount of work makes it a bit prohibitive.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Muleing / Twinking discussion

Unread post by NeOmega »

It is impossible to go back to the item level restrictions. Tons of players would lose gear or have all sorts of technical issues.

The only real way* to bring back value of low level items is to allow the stacking of enchantments on them.

That way, a pair of +2 boots with a level 3 cleric spell, and +5 hit points, could still have value, to someone plotting to enchant them.



*that I know of right now. I only started thinking about it last night, when I fired up the game, looked at the auction, and started trying to think of a way to make low level gear still cool.
User avatar
Valefort
Retired Admin
Posts: 9779
Joined: Thu Apr 28, 2011 5:07 pm
Location: France, GMT +2

Re: Muleing / Twinking discussion

Unread post by Valefort »

Eh.. with muling and the removal of level cap for items the low levels are near instantly done, there is a ton of content that is barely played because of the very fast leveling pre-epic (and pre-teen is worse). I can't really see how that was the wish of level 30 players btw, why would they care about leveling ? :P

And it's possible to add the level restriction back even though it'll take a bit of tinkering outside the game.
Mealir Ostirel - Incorrigible swashbuckler
User avatar
mrm3ntalist
Retired Staff
Posts: 7746
Joined: Wed Feb 29, 2012 5:31 pm
Location: US of A

Re: Muleing / Twinking discussion

Unread post by mrm3ntalist »

I mule everything to new characters. The best gear i mule them. It is still very fun for me to play in low level dungeons. Or even try higher CR dungeons for a bigger challenge. I dont see how the choice i made to play the game and is fun to me affects the fun for others that choose to play the game differently. It doesnt. If it was fun for me not to mule, I can choose to do that. Again it wont affect others.

In practice, there is no real issue with muling. On the contrary it allows for specific character concepts such as merchants. Finally, lets be real and not kid ourselves - how fun will it be when you find a dusty tome on your alt barbarian build when you have a wizard as main. Or a powerful epic item drops that you can use on an alt build? Are you saying in this thread, that you would trade that rare find and not mule it? I never seen this happening ( unless they have no use for the item). Not from those who call themselves "roleplayers" nor from those who call themselves "grinders".

In a few words and in case you skipped everything before. Muling is not a problem, it is all in our heads.
Mendel - Villi of En Dharasha Everae | Nikos Berenicus - Initiate of the Mirari | Efialtes Rodius - Blood Magus | Olaf Garaeif - Dwarven Slayer

Spelling mistakes are purposely entered for your entertainment! ChatGPT "ruined" the fun :(
User avatar
aaron22
Recognized Donor
Posts: 3525
Joined: Sat Feb 06, 2016 3:39 pm
Location: New York

Re: Muleing / Twinking discussion

Unread post by aaron22 »

i will create a character and play it for just about any reason. fun build concept. fun RP style. even a unique item can be a starter for a concept. in the cases of the latter, i twink (muling is basically dead with storage). most of the gear on all my toons are picked up by them, and by most i mean like 95-100%. i have a solid in game reason to be able to twink too. i usually just don't mostly because it is unnecessary. all told, i really do not think twinking is a problem. it really doesnt matter that much. at the very early levels, sure. but as you get, even to, level 5 it becomes less important.

a fix to the "problem" of twinking could be to "bind" gear to a player once it is equip. that way you cannot use something then use it again on another build unless that build has the exact same name. this would still allow for trading which should be ENCOURAGED. but wont let a player keep using the same super item on every character they play. some items would not need to be bindable while others that are considered really good/epic/super-epic/AC81-epic would be.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Muleing / Twinking discussion

Unread post by NeOmega »

mrm3ntalist wrote:I mule everything to new characters. The best gear i mule them. It is still very fun for me to play in low level dungeons. Or even try higher CR dungeons for a bigger challenge. I dont see how the choice i made to play the game and is fun to me affects the fun for others that choose to play the game differently. It doesnt. If it was fun for me not to mule, I can choose to do that. Again it wont affect others.

In practice, there is no real issue with muling. On the contrary it allows for specific character concepts such as merchants. Finally, lets be real and not kid ourselves - how fun will it be when you find a dusty tome on your alt barbarian build when you have a wizard as main. Or a powerful epic item drops that you can use on an alt build? Are you saying in this thread, that you would trade that rare find and not mule it? I never seen this happening ( unless they have no use for the item). Not from those who call themselves "roleplayers" nor from those who call themselves "grinders".

In a few words and in case you skipped everything before. Muling is not a problem, it is all in our heads.

Muling, mixed with no level restrictions, has destroyed the value of lower level items. Now it is not worth the consignment risk to sell +2 items at mudds, and even mnay +3 items. As somebody who played 40 characters to level 15 or so, the auction was the way to get these items, and oft get them for a good price. The lifting of level restriction has given me two choices for lowbies: mule, or pay full merchant price for +2 or +3 gear, becausenobody wants to risk te commission to sell items in low demand, as most players can just mule better now.

However, i am pro-muling, as stated before. There are just too many work arpunds, and i think mod enforcement of muling restrictions would become their only job.

I have thought of more solutions while driving to work for the economy, and will post them in a new thread soon.
User avatar
Laughingman
Posts: 372
Joined: Tue Mar 14, 2017 5:58 am

Re: Muleing / Twinking discussion

Unread post by Laughingman »

Valefort wrote:Muleing is practically impossible to enforce so it's tolerated.
/Thread

Seriously though I have been on another server that tried to stop and it didn't make playing more fun and everyone knew people were simply doing it anyways.
Konosuba taught me cool wizards don't look at explosions.

Aurora Silverstaff (Wizardess and cleric of istishia)
Any DM's that want to work with me on her goals please send a PM!
Monday-Friday 6pm EST to 10pm EST
Saturday-Sunday on and off all day!
User avatar
RaiderOne
Posts: 130
Joined: Thu Oct 26, 2017 7:28 am
Location: United Kingdom (GMT+0)

Re: Muleing / Twinking discussion

Unread post by RaiderOne »

My original post was to find out peoples opinions and from those that have posted it seems the majority would prefer to have no muleing but some do like to do it. Despite some of the comments I did not ask for it to be banned. But I would like the rule to be "we would prefer you don't but wont stop you if you do". As it is now its a bit of a metaproblem for lack of a better term.

For item restrictions I had this idea.

Code: Select all

Power Tier Item Restriction
This system is based on the idea that there a several tiers of play. In this example we will use 3 tiers, but the system could be configured to use as many as desired.

When the ‘loot system’ spawns an item it is assigned a tier based on how powerful/rare the item is. The easiest way to do this is to base the tier on the ‘loot table’ the item comes from. This means the loot tables must be configured to use the tier system, but has the advantage that no additional scripting is required to value the item.

**It would be worth adding the items tier to its name/description.**

When a player equips an item the item is checked against its tier and the characters level, if his level to too low to use the item the script unequips the item automatically. For the example 3 tiers the power level would be configured as follows;
Tier 1 (CL 1-10) +1/+2 items
Tier 2 (CL 11-20) +3/+4 items
Tier 3 (CL 21-30) Better than +4 items

I don’t think the check applies to the DM client but it’s easy to exempt them from the check.

One advantage of this system is that it would not affect any existing items, so the current player base is unaffected and cannot complain about not being able to use their items. These items would eventually leave circulation and would not impact on the system.

Note: crafting / shops / item storage / auction may need some scripting / item tags adding
User avatar
AC81
Posts: 934
Joined: Tue Feb 02, 2010 12:58 am

Re: Muleing / Twinking discussion

Unread post by AC81 »

Why is this needed? If you don't want to mule/twink, just don't do it. Pretty easy.
Draviir - Luskanite mercenary and trader of exquisite goods.
Quinath Nar - Monastic warrior from Waterdeep
User avatar
Calodan
Posts: 2032
Joined: Fri Apr 19, 2013 12:21 pm
Location: Missoula Montana BIG SKY COUNTRY

Re: Muleing / Twinking discussion

Unread post by Calodan »

AC81 wrote:Why is this needed? If you don't want to mule/twink, just don't do it. Pretty easy.
Indeed. I echo this sentiment. Not hard really. Just enjoy the game.
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
User avatar
aaron22
Recognized Donor
Posts: 3525
Joined: Sat Feb 06, 2016 3:39 pm
Location: New York

Re: Muleing / Twinking discussion

Unread post by aaron22 »

it's not needed, because it doesn't matter. the game is not so hard to require this. the game is long, not hard. i play a lot of toons from 1 with zero twinking and it doesnt make any/much difference. really bad gearing on top of a really bad build. that would be a problem i think.. never tried it.... yet.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Muleing / Twinking discussion

Unread post by NeOmega »

AC81 wrote:Why is this needed? If you don't want to mule/twink, just don't do it. Pretty easy.
way to skip the comments and go straight for your opinion. I answered why, and it doesn't have to do with muling, it has to do with the economy.
User avatar
aaron22
Recognized Donor
Posts: 3525
Joined: Sat Feb 06, 2016 3:39 pm
Location: New York

Re: Muleing / Twinking discussion

Unread post by aaron22 »

the economy has been discussed many times and the problem is that server economy is unlike any real world ideas. concepts fall apart when the variables of available and static currency are infinity.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
Post Reply

Return to “General Discussion”