07-07-2004, 09:17 PM
Crystalion,Jul 7 2004, 01:51 AM Wrote:As to the fan out possible with viper/summoner/tyriel cascasdes of carry-alongs: yes, but in practice it isn't worth it to manage that many characters/accounts. Ferengi and I tried fan-out efficiency but he convinced me of the "simple, straightforward M.O. executed well is best" principle in this case.
Perhaps, but since I don't use quest rewards immediately - esp. socketing - I've been keeping track, anyway. And a simple "NM A2Q3" tells me that a given char has done the Viper Altar in nightmare. Also, my mules don't just exist for the quest rewards - they are characters I'd be creating anyway because I'm a packrat.
I just tried a variation on the mule, btw. In the process of taking a character through Act II, I had the experimental mule (xmule - cause the letter 'x' is 'cool') - a character fresh to Act II - join the game just before the staff was cubed and placed in the orifice, leaving immediately after. The result is that only Quest 2 has been completed, but none of the other Act II quests have even been activated. The xmule creates a game, a character who has completed Q5 joins and the xmule leaves. The chamber is now open, but Q6 is not active until the Q5 char goes to the Canyon WP (having previously talked to townsfolk).
This simplifies things for me a touch; now I can pretty much leave the mules out of the calculations entirely. They just have to be rushed into Act II, and complete Quest 2 as a side effect of my opening the chamber the first time. Though you are right that my initial carryalong should include the ones for nightmare and hell.
-- CH