A harder version of mud [Archive] - ForumsHQ

cane_22
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Joined: Wed Oct 03, 2001 5:00 am

A harder version of mud [Archive] - ForumsHQ

Post by cane_22 »

Well heres the idea. My friend and I where thinking of opening a new bbs. not legit but not edited to the max. some new areas and monster. items, quests, that sort of stuff. What we where thinking of making is a hard realm to play in. none of the leveling to 50 in a couple of days in a 10x exp realm. but not x1 ether. maybe uping the exp charts and some of the monsters. you know making it hard to get items and levels but keeping it all balanced. so that levels means more and getting items means even more to keep them... so what are some opions, waste of time or a good project
Sven
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Joined: Fri Nov 15, 2002 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by Sven »

I'd like to see x10 exp but give monsters like x4hp, x2 dmg, x2 dr, etc (dont mess with ac since it will roll)
Raybdbomb
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Re: A harder version of mud [Archive] - ForumsHQ

Post by Raybdbomb »

hard realm? nah
cane_22
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Re: A harder version of mud [Archive] - ForumsHQ

Post by cane_22 »

lol I figured Mudder's would like a bbs like this to show to every one who the better mudder out there is.
Raiden
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Joined: Mon Nov 10, 2003 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by Raiden »

Even if someone is a 'better' mudder, doesn't necessarily mean they will enjoy a challenging mud. :-)



~Raiden
Sven
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Joined: Fri Nov 15, 2002 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by Sven »

I'd like a challenging realm. High risk and high reward. Mainly, make pve a challenge again. Scripting is very exciting, but perhaps giving a reason to play by hand would be better.. :)
cane_22
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Joined: Wed Oct 03, 2001 5:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by cane_22 »

man with all the people who have looked at the post only 4 voted... thanks guys lol
Hobo_Bill
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Joined: Mon Mar 10, 2003 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by Hobo_Bill »

there.. voted.. happy now?!?
Speed
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Joined: Sun Jan 13, 2002 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by Speed »

you can make a mud as difficult as you want, but that just means more script time
The Funeral Portrait
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Joined: Wed Feb 20, 2002 6:00 am

Re: A harder version of mud [Archive] - ForumsHQ

Post by The Funeral Portrait »

I'd like to see x10 exp but give monsters like x4hp, x2 dmg, x2 dr, etc (dont mess with ac since it will roll)



That's retarded. If you want to make a realm harder keep the xExp to a minimum, say 2 or 3, or ever legit exp ***imagine that***. What I am sick of in muds these days is that people constantly feel they need to make 90% of the original game useless and irrelevant by adding in dumb items/spells/monsters.Example: I want to see new bosses and areas off of places like blackwood that coincide with the context of the area. Make new items/spells/races/classes that rock, but give them downsides and balance them. Balance is the key. Also, I would like to see new quests. Some places have good new quests, but nothing as well done as the quests already in mud. I know it takes time, but make a 10 step quest ala phoenix feather quest, AND DONT PROVIDE A WALKTHROUGH!!! That will make people have to work to finish it. Here's another thought, make people actually have to train at the real trainers instead of providing bullshit trainers to 255. That would add some serious at keys time to a board. Or another thought, no sys gotos. Mud is a fun game, but 95% of boards make it a cakewalk and the game loses its allure when you can be level 90 in a week, whether theres gameplay thru level 250 or not.
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