Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Xilatl
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Joined: Sat Sep 06, 2003 5:00 am

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by Xilatl »

I think a visual majormud would be interesting. On the other hand, I dont think that it could ever replace the old text based majormud. It is a fact though, that more and more people are getting tired of text based games and want to play visual games. So if it were created, I'm sure there would be a huge population of players.
Sven
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Joined: Fri Nov 15, 2002 6:00 am

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by Sven »

No, actually it was a private effort that never made a single noise in the public sphere. I understand your concern for the party system you'd like to implement, but my question would be to what end? I suppose you could want to power level a character, but you could also make a private mod and do that. There would hopefully still be a sense of party in such instances as bringing the weak member along to Markus, him not attacking but rather being defended along the way. That would be one means for power leveling a character, and also to develop a party ethic. You've given me something to think about I guess.



Because, in mud, when you kill something, the exp is split between the party. In nwn, the exp is scaled to difficulty, but I have a static exp system in place. The problem is, there is no function to call the # of people in a party. So, if you killed say, the ancient sand dragon with 2 people, and then with 8 people, everyone would still get the same exp. If you can distinguish between a party of 2 and a party of 8, then you can split the exp accordingly.
CaspianArcblade

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by CaspianArcblade »

You think?



*grin*
iNViSiGOD
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Joined: Wed Jul 10, 2002 5:00 am

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by iNViSiGOD »

There was a graphical MajorMUD at one time,i played on it with a trial acct. but they still wanted to charge for it so i decided to not bother. It lookedd alot like the old "Ultima: Pagan" game. It was fun but not worth 15$ a month.
AnubisTCP

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by AnubisTCP »

And then there was always that old MMClient. They gave it a good try but it was slow and the graphics weren't all that great. They do get an E for effort.
Raybdbomb
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Joined: Wed Mar 21, 2001 6:00 am

Re: Visual MajorMUD? Not likely... [Archive] - ForumsHQ

Post by Raybdbomb »

i think to keep the bandwidth low majormud should stay textual, but perhaps add a little graphics to the terminal. I mean it wouldn't be hard to make images for each monster, and generate a room by what you see when you "look" and make different actions for swing and hit, and different looks for weapons.



i'd say it should be put into that terminal that syntax is workin on :P. graphics would be a cool touch, and this way it's done on the client side so it's taking no extra bandwidth



to make a long story short, i think graphics should be an optional addon for the player, not a part of the game
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