Im thinking about writing a new mud. I thought about coming back and playing a little, but I have yet to find any decent BBS's.. I noticed that Drago has pretty much ran Mudrev into the ground (gee who would of thought?).. and Demos got tired of editing (hmm, Sounds familiar..) .. Atleast Mindcry still works hard to make the best BBS even better.. Unfortunetly ignorance still runs wild within MMud and people don't play good muds when they are available..
Its sad to see no one responding in the 10 different Muds I logged into.. especially MudRev..
So what style of mud would bring some excitement back into the game? Does anyone have suggestions? I already have some ideas.. I would just like to hear what the public has to say.. I plan on having another lively Mud if I do decide to write one at all..
When was the last time anyone PvPed?.. maybe a realm based on Boss killing for Limited items will create a rich PvP environment.. Something the opposite of the high levels of MudRev, with more of a 'micro' theme..
I at one point had written a realm from scratch with Psionist and Summoners, it was about 60% completed.. then I formatted my computer and got rid of it.. The idea of a scratch realm would probably just be too much for most to be enticed to 're-learn'.. However, I can work these types of unique classes into existing MMud.. There is no limit to the number of spellcasting classes I can create.. Infact, I was quite excited about the 4 elemental based 'Mancer' classes that I had created, perhaps I will re-work them to fit into a basic realm..
Also, I have dabbled with the idea of a 'themed' realm.. Primarily a 'Final Fantasy 2 (US)' themed realm.. with Dark Knights, Dragoons, Paladins, Callers, White Mage/Black Mage, Bards..etc etc.. I would design the realm around the world map of FF2, but then I would blend the 2 styles of games togethor so that it is equally playable as well as nostalgic..
Another Idea was to build a realm from scratch, but mimic Tele-Arena. Copy the basic city maps, and areas all the way up to 3rd city.. As well as build areas onto the outline. Re-creating the flagstone chambers would be pretty fun in my opinion.
I can flex the game in many ways to create new twists.. I am just interested in what mixture will bring more live-play to the realm.. Unique classes that I could create would include Archers, Summoners, Psionists, Callers, Illusionists and a plethora of other spell-based classes.
So, let's throw out some ideas and see if the MMB community can come up with some complex framework to create a truley great Mud. Any of you who are interested in joining in the project please let me know..
Constructive criticism is welcome.. But if your goal is to try to flame me or badmouth my ideas simply because you don't like me.. Go right fukn ahead, Like I care.. Lots of people don't like me, for whatever reasons (Usually the 'band-wagon' effect) but regardless of why you don't like me, I still write solid Muds. If you choose not to participate, its your own ignorance that is stopping you from enjoying this old game. This old game gets weaker and weaker everytime I visit this site, and I hate to see it go down the drain because a bunch of shit-talking teenagers with bad attitudes and power-trips pointed it in that direction. Thanks to Syntax, Demostheneses, Dreimas and the many other innovaters of this great game, and your efforts to keep it alive will go a long ways as long as we arent distracted by those who only directly promote negativity.
-Miles
Brainstorm a New Mud? [Archive] - ForumsHQ
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Im working on adding redmages into mine. Got one of my editors converting the spells as we speak.
Dragoons, they were originally going to be able to imbue their weapons temporarly with elemental and holy powers. Couldnt figure out how i was going to do it tho,only had limited success.
Dragoons, they were originally going to be able to imbue their weapons temporarly with elemental and holy powers. Couldnt figure out how i was going to do it tho,only had limited success.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
I think re-created tele-arena would be neat..but the whole 'promote pvp' thing doesnt appeal to me..i have a legit realm up on my board with CONSTANT pvp, so i've just about quit that realm..im not big on it..shrug.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Oh..and you didnt log into MY muds..because I always get a response ;) Maybe they just like me..lol.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
regardless of why you don't like me, I still write solid Muds
And btw..not to flame..but I'd personally say this is a lie..mudrev wasn't good until you got REAL editors to help you who fixed all your mistakes..(which i noticed quite a few, which were fixed afterwards, when i played that while ago..)..not knockin, but don't give yourself too much credit.. ;)
And btw..not to flame..but I'd personally say this is a lie..mudrev wasn't good until you got REAL editors to help you who fixed all your mistakes..(which i noticed quite a few, which were fixed afterwards, when i played that while ago..)..not knockin, but don't give yourself too much credit.. ;)
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
If cutting and pasting words from a book is plageurism, what is cutting and pasting mud?
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
people tend not to answer when someone just gossips, "anyone here?"
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Good luck, you're the billionth person to embark on a new mud quest, and none of them have returned with fruits. If you want a new mud, get some source from kyndig and open up a ROM/Smaug/whatever.
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
The quest of my last mud was 'build the most expansive realm ever created with gameplay as priority over meaningless detail, while creating a lively atmosphere that is reminiscent to the days of hand-playing..'.. which in my mind I accomplished for a short period.. Others might disagree, but screw em..
So if I DO plan on doing something new, I plan on researching before I embark on tedious editing.. Thats the purpose of this thread.. So I dont have to go 'on a journey, and return without fruit.'
As far as people fixing my edits.. yeah they sure did. They went through and did all the tedious detail that most people dont pay attention to.. Of course MudRev had tons of flaws, but its gameplay hid them well.. so those of you who spent hours and hours and hours making MudRev better, congratz.. How many rooms have been added since I handed the project over? Getting close to me 25,000 yet? (Please dont tell me monkeys can make areas because the areas did have content, maybe not as much detail though..)
As for using another source.. I doubt it.. I want something that has the classic feel of majormud, but will actually keep people interested other then the 5 minutes to set up a megamud loop. I want it to be MegaMud compatable..I want people to be enticed to learn new things and try new stuff.. Something that will bring people to the keys.. actual excitement. I remember actually getting an adreneline rush from PvPing or Bosskilling when I was younger, now that never happens.. Maybe since I paid 20/mo for a character.. but either way, I think it can be done it just needs to be well thought out..
So if I DO plan on doing something new, I plan on researching before I embark on tedious editing.. Thats the purpose of this thread.. So I dont have to go 'on a journey, and return without fruit.'
As far as people fixing my edits.. yeah they sure did. They went through and did all the tedious detail that most people dont pay attention to.. Of course MudRev had tons of flaws, but its gameplay hid them well.. so those of you who spent hours and hours and hours making MudRev better, congratz.. How many rooms have been added since I handed the project over? Getting close to me 25,000 yet? (Please dont tell me monkeys can make areas because the areas did have content, maybe not as much detail though..)
As for using another source.. I doubt it.. I want something that has the classic feel of majormud, but will actually keep people interested other then the 5 minutes to set up a megamud loop. I want it to be MegaMud compatable..I want people to be enticed to learn new things and try new stuff.. Something that will bring people to the keys.. actual excitement. I remember actually getting an adreneline rush from PvPing or Bosskilling when I was younger, now that never happens.. Maybe since I paid 20/mo for a character.. but either way, I think it can be done it just needs to be well thought out..
Re: Brainstorm a New Mud? [Archive] - ForumsHQ
Heres a couple reasons why I think Majormud is better than reg muds:
1. Information is available. Help files are good. Most reg smaug/rom muds have shit for help files. You usually can't even type 'help wtf does an elf get' until you already choose your race/class. Even then its some "Elfs are of the creator race...bleh bleh bleh...they make good spellcasters (as if you didn't already know). The end." Mmud lists some background info but all the technical info, which is what people really care about. MMUD is about powergaming, not roleplaying.
2. Interface. Frankly the interface for mud rocks, nothing too bright in colors unless is a page. Auction, Gossip, GB, and broadcasting channels, as well as talking and yelling. Mud is easy to play. You don't have to sit there typing 'kick rat' every sec to attack a rat. The learning curve is easy to get the basics, but it takes awhile to fully grasp all of the concepts and features.
3. Entertaining. Mud is entertaining, thats why we all play (or atleast use processing power to let our computers play) it. Mud usually has a small userbase, drawing from the mmb community, so there are the good ( platinum ), the evil ( artic ), and the annoying ( moo ) people that everyone knows. The community for mmud is pretty well defined, with some newbs coming in every now and then. But for the most part, you already know who your friends and enemys are when you first log onto a board.
Some things that I think will improve mud..
1. Less need to script. Scripting is fun, but when you need to do it for 2 weeks straight to lvl up, that can get boring. I think a modified exp gain rate would help. I've suggested doing something like over XXX amount of hps, multiply exp x2 for monsters, then again for XXX hps, etc. That way, as you get higher, you dont have to script for months like on legit, but keeps the feel of the game going, instead of a straight x 10 exp modifier. With x10, you zoom through lower lvls, but still get hit later on. The exp scale isn't lower, its just shifted so instead of a week to lvl being at lvl 20, its now lvl 40 or 50 (well, not really at 10x, but go with me here).
2. Features. These are kind of hard to do without hardcoding, but can still be done. A death trap dungeon. Make castles with their own exp areas that people can conquer from the current lord. Make elemental Planes. A random item drop type system. A CTF arena. A survival type area...etc... The list goes on...
3. Content. Relatively speaking, majormud isn't very big compared to other muds (non bbs muds I mean). More content is good. But it needs to be well thought out and balanced. A good example of what NOT to do is/was whitedragon, with 100+dmg weps at lvl 1. Randomly inputting content is B-A-D. Everything needs to be well thought out, planned, and organized.
Im prolly spouting crap everyone already knows, but thats just my 2cents. Also, miles send me your aim cause I forgot it. :\
1. Information is available. Help files are good. Most reg smaug/rom muds have shit for help files. You usually can't even type 'help wtf does an elf get' until you already choose your race/class. Even then its some "Elfs are of the creator race...bleh bleh bleh...they make good spellcasters (as if you didn't already know). The end." Mmud lists some background info but all the technical info, which is what people really care about. MMUD is about powergaming, not roleplaying.
2. Interface. Frankly the interface for mud rocks, nothing too bright in colors unless is a page. Auction, Gossip, GB, and broadcasting channels, as well as talking and yelling. Mud is easy to play. You don't have to sit there typing 'kick rat' every sec to attack a rat. The learning curve is easy to get the basics, but it takes awhile to fully grasp all of the concepts and features.
3. Entertaining. Mud is entertaining, thats why we all play (or atleast use processing power to let our computers play) it. Mud usually has a small userbase, drawing from the mmb community, so there are the good ( platinum ), the evil ( artic ), and the annoying ( moo ) people that everyone knows. The community for mmud is pretty well defined, with some newbs coming in every now and then. But for the most part, you already know who your friends and enemys are when you first log onto a board.
Some things that I think will improve mud..
1. Less need to script. Scripting is fun, but when you need to do it for 2 weeks straight to lvl up, that can get boring. I think a modified exp gain rate would help. I've suggested doing something like over XXX amount of hps, multiply exp x2 for monsters, then again for XXX hps, etc. That way, as you get higher, you dont have to script for months like on legit, but keeps the feel of the game going, instead of a straight x 10 exp modifier. With x10, you zoom through lower lvls, but still get hit later on. The exp scale isn't lower, its just shifted so instead of a week to lvl being at lvl 20, its now lvl 40 or 50 (well, not really at 10x, but go with me here).
2. Features. These are kind of hard to do without hardcoding, but can still be done. A death trap dungeon. Make castles with their own exp areas that people can conquer from the current lord. Make elemental Planes. A random item drop type system. A CTF arena. A survival type area...etc... The list goes on...
3. Content. Relatively speaking, majormud isn't very big compared to other muds (non bbs muds I mean). More content is good. But it needs to be well thought out and balanced. A good example of what NOT to do is/was whitedragon, with 100+dmg weps at lvl 1. Randomly inputting content is B-A-D. Everything needs to be well thought out, planned, and organized.
Im prolly spouting crap everyone already knows, but thats just my 2cents. Also, miles send me your aim cause I forgot it. :\