Brainstorm a New Mud? [Archive] - ForumsHQ

Spike420

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Spike420 »

I've got a MUD almost complete.

I have a server running most of the time, testing things and whatnot.





Its standalone server, but i don't know how well it will handle connections.





Its very similar to majormud, but has other things...



Its still in Alpha though. Well, its completely playable right now (cept maybe a couple bugs), the editor for it is mostly complete, though some editors are very raw.



I don't know if i will ever finish it, i work on it here and there.



If you want to try and log on, its dodgame.ath.cx port 23.

Server isnt always up, and if someone crashes it due to a bug, it will be down till i restart it.



Edit:



Wow, crashed in 1 second after someone connected lol.



Whoever connected, could ya tell me what you did (if anything), and i got the debug version running now so i won't lose info from a complete crash.



rofl.
Platinum
Posts: 3387
Joined: Wed Oct 24, 2001 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Platinum »

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



And thats where you're wrong..attention to detail is important. It might not be important to YOU, but on my board when I make edits..people pay attention to detail, they applaud detail as showing that I actually give a rats ass. The detail you put into your edits shows your dedication and commitment. Sloppy realms just look like that...sloppy. Gameplay doesn't hide it, such as when almost EVERY new area you made, every single room was a regen room. That's sloppy and make whoever made the area look like they really havent got a clue what they're doing. Yeah you added 25000 rooms..but the quality at which you added them is the main reason I quit to begin with.



That's not saying you didn't have any quality..your spells had some quality, though some overpowered...they looked like time was spent and they weren't so much rushed through. The only problem with your spells was, they were overpowered for the realm. The monsters weren't strong enough to combat the spellcasters. Some areas the spellcasters couldn't handle, yeah...but some areas were so unbelievably easy for them it just kinda made you wonder especially when you have them rooming for over a thousand.. Your classes were pretty well defined, though again, some overpowered..but they were very defineable, and i say that meaning a lot of boards have a bunch of classes that look too similar.



Your edit items, however, were sloppy. Making magery-1 classes and giving them a hundred +mana regen and +mana items is very ugly..VERY ugly. The scrolls for your spells could have been made in a so much better manner that you could have avoided that altogether - class restrictions. Or is that another detail that 'people wouldn't notice'? They would..trust me.



Though, I could sit here and go on ALL DAY about the flaws of mud rev...the point im getting at is, attention to detail is ESSENTIAL to building a strong, lasting mud. A sysop who says detail is 'unimportant' isn't a sysop I'd ever play under...and for that statement, I more than likely won't be checking out this new mud you plan on creating. Sysops shouldn't have that attitude. If the users come back and tell me 'hey man, this realm has really nice, clean edits and it's not overpowering edits either', then I'll check it out. As will a lot of other people who otherwise wouldn't.
Speed
Posts: 3660
Joined: Sun Jan 13, 2002 6:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Speed »

Though, I could sit here and go on ALL DAY about the flaws of mud rev...the point im getting at is, attention to detail is ESSENTIAL to building a strong, lasting mud. A sysop who says detail is 'unimportant' isn't a sysop I'd ever play under...and for that statement, I more than likely won't be checking out this new mud you plan on creating. Sysops shouldn't have that attitude. If the users come back and tell me 'hey man, this realm has really nice, clean edits and it's not overpowering edits either', then I'll check it out. As will a lot of other people who otherwise wouldn't.



*nod* - Detail is what makes the game go round. Lack of detail shows lack of conviction, lack of giving a fuck, and a generalized rush-through of what you're doing. Shows laziness and only ends up making the mud look, well, sloppy.
iNViSiGOD
Posts: 3414
Joined: Wed Jul 10, 2002 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by iNViSiGOD »

*nod* - Detail is what makes the game go round. Lack of detail shows lack of conviction, lack of giving a fuck, and a generalized rush-through of what you're doing. Shows laziness and only ends up making the mud look, well, sloppy.



Tho we dont have many new areas,only a few you can ask anyone whos been in my areas. Each room has its own description that varies from room to room. Detail is VERY essential to a good enjoyable mud. Just look at DikuMUD :bravo:
Sven
Posts: 313
Joined: Fri Nov 15, 2002 6:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Sven »

I dunno about most people, but I walk around with brief mode on, so I don't really care about a room description. It should be decent, up to majormud type standards, but making every single room different is a major waste of time for something 2 people will look at.





also: miles, check your pms plz
Miles
Posts: 199
Joined: Sun Oct 13, 2002 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Miles »

And thats where you're wrong..attention to detail is important. It might not be important to YOU, but on my board when I make edits..people pay attention to detail, they applaud detail as showing that I actually give a rats ass. The detail you put into your edits shows your dedication and commitment.



I see your points.. but ask your users this .. "Do you guys want detailed room descriptions for this 500 room area, or would you like for me to add 2500 more rooms?" I, personally, would choose the 2500 rooms. and yeah, most people play with 'brief' mode on..





That's not saying you didn't have any quality..your spells had some quality, though some overpowered...they looked like time was spent and they weren't so much rushed through. The only problem with your spells was, they were overpowered for the realm.





I agree, alot of the spells were fukt. Remember, that was the first mud I ever wrote, and it was an on-going learning process. Alot of difficulty levels and magic resistance levels I hadnt had alot of experience with.. and yeah, alot was overpowered, but mainly because I was creating a majormud on such a large scale it was hard to judge what paramaters would be balanced. MajorMUD really wasn't designed to do what I was trying to do.. and after over a year of fine tuning between 3 editors, it seems to have found balance..



hence - MicroMUD..



The monsters weren't strong enough to combat the spellcasters. Some areas the spellcasters couldn't handle, yeah...but some areas were so unbelievably easy for them it just kinda made you wonder especially when you have them rooming for over a thousand..





Same deal.. nothing to base the calculations off of.. Maybe if I was a coding genius I could figure out the equations and make everything perfect the first go-around, but im not. Only fine-tuning and trial and error was the way I found to make these casting/resistances balanced.. and daily changes in spell damage sure do piss off users.. So maybe it will be better the 2nd time around.





Your classes were pretty well defined, though again, some overpowered..but they were very defineable, and i say that meaning a lot of boards have a bunch of classes that look too similar.





I was wondering how you were going to bash my classes ;) What's overpowered? Remember I designed this MMud when plate was god, lots of things have changed..





Your edit items, however, were sloppy. Making magery-1 classes and giving them a hundred +mana regen and +mana items is very ugly..VERY ugly. The scrolls for your spells could have been made in a so much better manner that you could have avoided that altogether - class restrictions. Or is that another detail that 'people wouldn't notice'? They would..trust me.





Ha, I was waiting for this one.. again, your right. When I first started making the new spellcasting classes (Which I don't see alot of other people doing, and I had never seen ANYONE make a brand new casting class before MudRev) I figured it would be easier to make them mage-1 and just class-restrict those scrolls instead of the entire thing.. Well I was wrong, I didnt plan on adding another 2 spellcasting classes. So the idea of the magery-1 classes with the +mana regen/mana was based on the fact that they were added later on in the game, and it would upset users to re-vamp the entire system.. However, when I switched servers I did take the time to re-vamp the entire spellcasting system so even the 3 new spellcasters were mage-3. The whole spellcasting deal was a mess but it was due to the continous adding and changing of the way everything was created.. I had no idea that meditate would be so effected by this.. I learn from my mistakes, which is why this Mud will be better (Even without gay room descriptions)..







Though, I could sit here and go on ALL DAY about the flaws of mud rev...the point im getting at is, attention to detail is ESSENTIAL to building a strong, lasting mud. A sysop who says detail is 'unimportant' isn't a sysop I'd ever play under...and for that statement, I more than likely won't be checking out this new mud you plan on creating. Sysops shouldn't have that attitude. If the users come back and tell me 'hey man, this realm has really nice, clean edits and it's not overpowering edits either', then I'll check it out. As will a lot of other people who otherwise wouldn't.



Im sure you could.. But let me enlighten you.. No matter how many flaws MudRev had, it was the most lively realm I have played since I had a dial-up character. Heck, I didnt even play.. I just had numerous people tell me how much they enjoyed it.. and the constant 10-15 people at the keys were also a sign of 'gameplay' over detail. How much detail do you need if all people do is script? Do people endlessly hand-play on your muds because of detail? No, they probably script.. Did people hand-play on MudRev even without detail? Yes, they did..



Even if you do add detail, which is very time consuming.. How much do people pay attention? Even if they do read it, they read it 1 time, and say 'oh thats neat, lets move on.'.. and never read it again. Sure you can say my realm was sloppy, I agree with you.. It was a learning process and a...revolution.. The detail I was more interested in was the detail of the size/shape of the area, the detail of the bosses and mobs, and the detail of the items/spells from those areas.. Yeah the regen rooms every room was a flaw in the beginning, but as the game progressed I slowly took them out..



And its funny how much you know about MudRev.. you did have a character, for a short while.. Didnt get very large if I recall.. But what I do remember is you wanted the most powerful class and you wanted to exploit it to the fullest.. and then your turn around and tell me my edits are crap.. I wouldnt expect anything else from your Platy :)



So take your time, and write your pretty little room descriptions.. and when you get 15-20 of those done, Ill have 150-200 rooms done.. and by the time you get your 200 room area full of detail done.. Ill have 2000 rooms with mobs/bosses/lims done.. And then you can ask your users which area they would like to explore more..



Metro is a prime example of 'Lots of Detail' and no game-play.. Sure, the new modules are great and full of new features.. but if you think about it, They get played by hand once, the descriptions get read once, everyone says 'hoora!' and then goes back to scripting for another 6-12 months.. Sounds like fun to me.

But on the Other hand, MudRev is a prime example of 'No-Detail, Sloppy Crap Edits' and people playing, By-hand, at the keys, 24/7 for months and months without losing interest. And if my observations serve me right, MudRev isnt very lively now that the 'REAL' editors have stepped in and 'Fixed' all my 'Sloppy' edits.. Shit no one is even at the keys, or plays by hand that often.. So I guess your right plat, Detail wins..



You would be surprised at how many people ask me to re-write another MajorMUD.. and thats the only reason im considering it.. not to try to impress you forum hero's or gain recognition.. Ive said it a million times, I dont really care.. What I do care about is the game not dieing, still being lively, and users actually ENJOYING it.. So if you want to go Metros route (we all can see how many users enjoy Metros detail-oriented slug-like pace of editing.. COUGH.. we all play hexs) go right ahead.. But im pretty sure theres a handful of Mudders out there who would like to see another 'Sloppy', 'No-Detail', 'Lazy-Ass', 'Dont-Give-a-Fuck' Realm..



Anyways, this isnt a "Why MudRev sucked" thread.. This was to discuss new ideas..



So does anyone have something constructive to say?
iNViSiGOD
Posts: 3414
Joined: Wed Jul 10, 2002 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by iNViSiGOD »

I gave my ideas and if i come up with more ill drop them in.
Demosthenes

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Demosthenes »

But on the Other hand, MudRev is a prime example of 'No-Detail, Sloppy Crap Edits' and people playing, By-hand, at the keys, 24/7 for months and months without losing interest. And if my observations serve me right, MudRev isnt very lively now that the 'REAL' editors have stepped in and 'Fixed' all my 'Sloppy' edits.. Shit no one is even at the keys, or plays by hand that often.. So I guess your right plat, Detail wins..





just a minor observation: drago hasn't reset in the time the game has been running, and when nearly everyone is maxing their levels quickly and finding nothing to do because (as you noticed) i haven't been editing lately, people tend to be less active. when we first started running i'd already made many of the changes in actual gameplay, and most of the other gameplay changes were in the first week or two. however, we had active chars for at least 3-4 months, which is about as long as interest in any realm lasts without a reset (if you're talking about having 15+ people at keys constantly, anyway). i planned on having the game reset when i'd finished all the quests i was going to implement, but at this point it could probably use a reset anyway.



as for this micromud, sounds like a fun idea, as long as you a) add new areas to the areas of 1.0 (the only ones really appropriate for a game with level 20 max) or b) change the existing areas of mud to a reasonable difficulty for a low level cap. i think either way it'll get a fair amount of play, especially if you get some new classes and reset every now and then. the fact is, this game just isn't designed to go beyond about level 50 - the rate at which combat damage increases compared to a player's hps is just so ridiculous that the game ends up being more about a lucky 1-2 rounds than any kind of real gameplay.



to all it may concern, btw: i do plan to come back to editing untryiampi, once i get things settled more from having been laid off. sorry, but rl comes first, i just don't have the time to make things right, and i'd rather not do a half-assed job on areas that i'd just end up fixing 10 times over.
Drago
Posts: 195
Joined: Fri Aug 02, 2002 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Drago »

just a minor observation: drago hasn't reset in the time the game has been running, and when nearly everyone is maxing their levels quickly and finding nothing to do because (as you noticed) i haven't been editing lately, people tend to be less active. when we first started running i'd already made many of the changes in actual gameplay, and most of the other gameplay changes were in the first week or two. however, we had active chars for at least 3-4 months, which is about as long as interest in any realm lasts without a reset (if you're talking about having 15+ people at keys constantly, anyway). i planned on having the game reset when i'd finished all the quests i was going to implement, but at this point it could probably use a reset anyway.







I have actually been kicking around the idea of resetting, but I want to get just a few more things right before then... and I was hoping you'd be back to be editing when I reset, but since it looks like you won't, I may reset sometime in the near future.
Platinum
Posts: 3387
Joined: Wed Oct 24, 2001 5:00 am

Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by Platinum »

Hey Miles..what do you know - I logged on Untryiampi to start playing, and all kinds of people were at keys..*gasp*
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