Brainstorm a New Mud? [Archive] - ForumsHQ

Miles
Posts: 199
Joined: Sun Oct 13, 2002 5:00 am

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

Post by Miles »

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)





I was thinking that I would go with the most current version then modify it so that everything that is pre-1.1a no longer exists. I would then modify mobs and lims.. Remove the alignment quest and create a new 'style' of questing, that has nothing to do with alignment. However I would like to use align-based items to create rarity and make it so your alignment plays more of a roll. (and make guardsmen neutral.) I would also like to concentrate on the idea of using elements and elemental based gear to bring another often overlooked ability system to the table..



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.





I Agree.. Keeping the max level low.. Making the first few levels fairly easy (perhaps putting newhaven back to the way it was, and add on from cave-bear) Exp will be gained from boss killing, questing and hand-playing..I want it to create a demand for items with with special abilities, that are often overlooked.. such as a +1 maxdmg ring would have a rarity value that actually means something. Special 'uses' on all sorts of unique items. Perhaps a whole series of new chests drop from low levels mobs.. Have random regen 'mini-bosses' that drop different types of 'pouches' contain gold and random small items. Have potions be expensive, but play a major roll.



As far as classes/races.. Im thinking as many unique classes as possible.. I have a list of about 30 which including the original 15 and 15 new ones, 8 of which are spellcasters.. I'd also like to concentrate on Race have a bigger influence in the development of your character.. Possibly racial quests which include reward items. Also give them more uniqueness and more special abilities. Give them similiar exp charts to the classes.



Oh yeah, and make it so you have to hand-play to get cash.. while leaving the shops well stocked, add sought-after items to shops.. Also make a ton of limited items dropped by mobs.. all with some sort of unique ability or niche in the game.. Lots of class, race, or alignment based things, as well as elementals..



Just a few ideas..
EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

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

Post by EvanElias »

Heres a couple reasons why I think Majormud is better than reg muds:



...



3. Entertaining. Mud is entertaining, thats why we all play (or atleast use processing power to let our computers play) it.





I agree with your first two points, but #3 I really disagree with. If MajorMud was entertaining, people wouldn't have their computer script all day to play for them. If a game is TRULY entertaining, PEOPLE will play it. Meanwhile if a game is so ridiculously tedious that people have their computers play for them, that doesn't say much about its entertainment level. (addiction level being high, maybe. but not entertainment level).



This is all in comparison to telnet MUDs anyway, most of which are non-scripting and the larger/better ones do quite well in popularity... I would say those ones are more entertaining.







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).





Problem here is, messing with the exp tables will result in less NEED to script, but yet people *will still script 24/7 anyway*.



Or, if you alter MajorMud such that it can't be 24/7 scriptable, people just won't play.



I never really understood this, but it's the biggest hurdle I encountered with DoorMUD. Although the interface is similar to MajorMud, most mmud players just refuse to try it for more than 5 mins because they can't use megamud. :argh:



Granted, there's other problems with DoorMUD (it's over-simplistic in character development, and the game world is too small) but from all-around comments I've received, the lack of megamud support is what really killed it for most mmud'ers.



About scripting in general... megamud was the doom of mud, in my opinion. Scripting wasn't even so bad back in the day, when all scripts were custom scripts. If you could code and were clever in your script's AI, you'd get a better exp rate, period. And you could build gangs based on that, if you give your new super-script to your teammates, you could crush your opposition. That was a much better environment, imho, than this monolithic everyone-uses-megamud atmosphere which just bored the crap out of me...
Sven
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Joined: Fri Nov 15, 2002 6:00 am

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

Post by Sven »

I agree with your first two points, but #3 I really disagree with. If MajorMud was entertaining, people wouldn't have their computer script all day to play for them. If a game is TRULY entertaining, PEOPLE will play it. Meanwhile if a game is so ridiculously tedious that people have their computers play for them, that doesn't say much about its entertainment level. (addiction level being high, maybe. but not entertainment level).



This is all in comparison to telnet MUDs anyway, most of which are non-scripting and the larger/better ones do quite well in popularity... I would say those ones are more entertaining.



People still script because its entertaining in some way. If majormud wasn't entertaining, there would be no boards, no scriptors, no mmb at all. I think it was more entertaining back in the telemate days, but neverless, time goes forwards, not backwards.









Problem here is, messing with the exp tables will result in less NEED to script, but yet people *will still script 24/7 anyway*.



Or, if you alter MajorMud such that it can't be 24/7 scriptable, people just won't play.









Thats true, however, you could define, say, certain scripting zones. Basically, people script because they can, and trying to get the exp required till next lvl at higher lvls by hand is just insane. There are ways to make sure people don't script, you just gotta make mega screw up. Although do that without warning would kill your popularity..



kinda rambling here, but go with me.



Could have predefined zones that you can script in, and then have other zones that are a "script at your own risk" type. They are ment to be hand played, and all sorts of evil things can happen to you in the areas, like random room spells hitting your script, rare monsters spawning that will kill you if you arn't a high enough lvl and are afk, etc. A script could be made for the area, but it would be a lot of work, and only a few would make it. If it gets to be so bad everyone is scripting the area with ease because of mass distribution of scripts, you can always change the area a bit. Changing the exits on 2 or 3 rooms is enough to ruin scripts.. :)
iNViSiGOD
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Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by iNViSiGOD »

I never really understood this, but it's the biggest hurdle I encountered with DoorMUD. Although the interface is similar to MajorMud, most mmud players just refuse to try it for more than 5 mins because they can't use megamud. :argh:



Granted, there's other problems with DoorMUD (it's over-simplistic in character development, and the game world is too small) but from all-around comments I've received, the lack of megamud support is what really killed it for most mmud'ers.





If i had a way to run DoorMUD on Worldgroup (you've heard this 10,000 times before) i would be MORE than happy to use DoorMUD. Problem is with users,they like their single click menu characters (Press P to enter MajorMUD PLATiNUM EDiTiON) and dont care much for going thru 3rd party software to access a game.



Otherwise what little time i put into it i loved DoorMUD and would gladly purchase it.
Miles
Posts: 199
Joined: Sun Oct 13, 2002 5:00 am

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

Post by Miles »

About scripting in general... megamud was the doom of mud, in my opinion. Scripting wasn't even so bad back in the day, when all scripts were custom scripts. If you could code and were clever in your script's AI, you'd get a better exp rate, period. And you could build gangs based on that, if you give your new super-script to your teammates, you could crush your opposition. That was a much better environment, imho, than this monolithic everyone-uses-megamud atmosphere which just bored the crap out of me...



This is the reason I decided to start a BBS in the first place.. MegaMud did ruin the game. I plan on adding various new areas that will be scriptable (especially for the first few low lvs) but you will have to make your own paths..





Could have predefined zones that you can script in, and then have other zones that are a "script at your own risk" type. They are ment to be hand played, and all sorts of evil things can happen to you in the areas, like random room spells hitting your script, rare monsters spawning that will kill you if you arn't a high enough lvl and are afk, etc. A script could be made for the area, but it would be a lot of work, and only a few would make it. If it gets to be so bad everyone is scripting the area with ease because of mass distribution of scripts, you can always change the area a bit. Changing the exits on 2 or 3 rooms is enough to ruin scripts.. :)





I like these kind of ideas.. I was already thinking about how random mobs could effect scripting but not be such a pain if your hand-playing.. Also, lower the monster exp, and make boss-killing a major incentive.. but have more bosses then you could imagine. Take the time to do custom spells and msgs.. but Tons of Bosses, with tons of Lim-1s..
EvanElias
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Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by EvanElias »

If i had a way to run DoorMUD on Worldgroup (you've heard this 10,000 times before) i would be MORE than happy to use DoorMUD. Problem is with users,they like their single click menu characters (Press P to enter MajorMUD PLATiNUM EDiTiON) and dont care much for going thru 3rd party software to access a game.



Otherwise what little time i put into it i loved DoorMUD and would gladly purchase it.



Well, apparently PuFF possibly found a way to run rlogin servers (like Synchronet or GameSrv) on the same machine as WorldGroup... I'm still waiting back for a reply from him though with more info...



You can set up Synchronet to immediately run a door, so it'd be fairly smooth, but there'd still be some intermediate Synchronet screens I think.. which might be undesirable for a totally smooth connection.



I think some versions of GameSrv allow you to do the same, w/ no intermediate screens, so that might be a better approach. Not sure which versions allow this though, and that prog has been rewritten multiple times so its sometimes hard to track down particular versions w/ particular features :(



People still script because its entertaining in some way. If majormud wasn't entertaining, there would be no boards, no scriptors, no mmb at all. I think it was more entertaining back in the telemate days, but neverless, time goes forwards, not backwards.



I didn't say it wasn't entertaining; I just said it wasn't nearly as entertaining as the better telnet MUDs, as shown by the fact that people are perfectly happy to play those by hand.



Yet even if you drastically lower majormud's exp tables, if you declare your bbs to be non-scripting, it won't be very popular... I think that says a lot about the game's entertainment level...



I just don't really see the advantage of a script-based game. At all. The biggest problem with it (imho) is that it majorly eats server-side bandwidth completely unnecessarily. Not to mention on legit bbs's, you have to spend a crapload to support a high enough license count for WG + mmud in order to support all those scripters. Plus of course it eats some client-side bandwidth and CPU time.



Can someone kindly explain to me, what the heck is the appeal of scripting/mega? Why isn't it preferable to play a game that doesn't require scripting at all? (ie, one in which scripting is not possible, as well as completely not necessary since the game is entertaining enough to hand-play?)
ripper
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Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by ripper »

Can someone kindly explain to me, what the heck is the appeal of scripting/mega? Why isn't it preferable to play a game that doesn't require scripting at all? (ie, one in which scripting is not possible, as well as completely not necessary since the game is entertaining enough to hand-play?)





Ever take a trip accross this country? Um, did ya walk? If not, why not? It is surely "more rewarding and detailed" and requires "less resorces" if you walk you know...



If the point of the game is get from point a. to point b. why walk when you can run? why run when you can ride some beast? Why ride a slow moving beast when you can drive or fly? The reasons you would give for never in your life time ever caring to walking across this country are pretty much the same ones you will find people giving for "why script". 1) time 2) there is only so much worth seeing to get to your hoped for final destanation. 3) it is just less bother, less over all stress etc...



The path is not the reward in mud, levels, spells, skills, greater abilities are. Mush, moos or other RP intencive games are better than hack and slash for those wishing that type of experience. No self respecting H&S player will play such a game though, it would be like you walking thousands of miles just 'cause you, one morning, wanted to see the Empire State Building or some mature Redwood trees. Sure you could probably do it, and have more stories to tell when you returned home, but that is a lot to go through if all you really wanted was to get to Cali or NY.



In the end the creator defines the game that is 'requiring' of scripting or not. If the point is explore combos, play with these new laws of physics, find short cuts that others may not have even thought about and grow into the game through mindless, repeditive tasks to get there... don't then expect your players to take the very longest route to do that just so you can find enjoyment and longer termed amusment from thier suffering struggle.



An old game with a few new areas and abilities changed, perhaps lowered exp, on your part is not "creation enough" from you for what you seem to want from players. I for one would not care to make the trip a second time to see a new bird nest in that Redwood tree, or a window replaced in the Impire State Building, not even where a horse is offered up to some what shorten the path the second time arround... sorry, but if I accept your invite for the second time arround I am taking the plane, whether you like it or not: it should not really be any of your concern as long as I don't stop you or others you convence, from the long "pleasurable" walk. And I don't want to hear about others having to script then too, to compete. If you are going to make it a race, you really did not care much, ever, for that long 'pleasurable' walk presented, anyway. :cool:
EvanElias
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Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by EvanElias »

Ever take a trip accross this country? Um, did ya walk? If not, why not? It is surely "more rewarding and detailed" and requires "less resorces" if you walk you know...



If the point of the game is get from point a. to point b. why walk when you can run? why run when you can ride some beast? Why ride a slow moving beast when you can drive or fly? The reasons you would give for never in your life time ever caring to walking across this country are pretty much the same ones you will find people giving for "why script". 1) time 2) there is only so much worth seeing to get to your hoped for final destanation. 3) it is just less bother, less over all stress etc...



The path is not the reward in mud, levels, spells, skills, greater abilities are. Mush, moos or other RP intencive games are better than hack and slash for those wishing that type of experience.





This isn't really answering my point, though. What I'm saying is, there's tons of internet MUDs (yes, hack-and-slash MUDs, -not- RP-driven MUSHes) who have a very active player base without allowing scripting.



Yet under those same conditions (scripting banned, lower exp tables to compensate), MajorMud becomes very unpopular.



SO, my question is, why do people choose a script-based game instead of a play-by-hand one?



Your points 1 and 2 (time / boredom) are basically the same point, and it's a moot one. If a game is designed for playing by hand, exp tables and such are much lower, and there's a higher amount of quests, bosses, and the like to keep players entertained. In these nonscript internet muds you don't HAVE to play for ten hours a day in order to get anywhere, even if you just play an hr/day you can get really far; and you can get by playing a lot less than that.



Your point 3 (bother + stress) just really baffles me. So far you've pretty much described MajorMud as being stressful, bothersome, time-intensive, and tedious... that's not sounding very appealing! :huh:





An old game with a few new areas and abilities changed, perhaps lowered exp, on your part is not "creation enough" from you for what you seem to want from players.

...

sorry, but if I accept your invite for the second time arround I am taking the plane, whether you like it or not: it should not really be any of your concern as long as I don't stop you or others you convence, from the long "pleasurable" walk. And I don't want to hear about others having to script then too, to compete. If you are going to make it a race, you really did not care much, ever, for that long 'pleasurable' walk presented, anyway.



Creation enough from me? I never proposed doing what you are describing!



I've just been asking people why the hell they play a script-driven game at all... MajorMud'ers always seem to think its a weird or offensive question; yet I think 99.9% of other random people surveyed on this planet would also agree, having your computer *play a game for you* (especially when the game's own players like you describe it as stressful, boring, etc...) is just kind of bizarre.



I'm not trying to *bash* you guys for it; rather, I'm trying to understand it!
Demosthenes

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

Post by Demosthenes »

This isn't really answering my point, though. What I'm saying is, there's tons of internet MUDs (yes, hack-and-slash MUDs, -not- RP-driven MUSHes) who have a very active player base without allowing scripting.



Yet under those same conditions (scripting banned, lower exp tables to compensate), MajorMud becomes very unpopular.



SO, my question is, why do people choose a script-based game instead of a play-by-hand one?



Your points 1 and 2 (time / boredom) are basically the same point, and it's a moot one. If a game is designed for playing by hand, exp tables and such are much lower, and there's a higher amount of quests, bosses, and the like to keep players entertained. In these nonscript internet muds you don't HAVE to play for ten hours a day in order to get anywhere, even if you just play an hr/day you can get really far; and you can get by playing a lot less than that.



Your point 3 (bother + stress) just really baffles me. So far you've pretty much described MajorMud as being stressful, bothersome, time-intensive, and tedious... that's not sounding very appealing! :huh:



Creation enough from me? I never proposed doing what you are describing!



I've just been asking people why the hell they play a script-driven game at all... MajorMud'ers always seem to think its a weird or offensive question; yet I think 99.9% of other random people surveyed on this planet would also agree, having your computer *play a game for you* (especially when the game's own players like you describe it as stressful, boring, etc...) is just kind of bizarre.



I'm not trying to *bash* you guys for it; rather, I'm trying to understand it!



simple fact is that most, almost all, muds end up becoming boring after you've played them for any decent amount of time, and have only a limited amount of activities that actually inspire any interest in people. scripting allows you to advance your character (something that, discounting pvp/conversational aspects, is almost ALWAYS tedious and repetitive) without having to give yourself carpal tunnel, so that you can engage in pvp/conversation/boss kills when you are in fact at keys.



no matter how low you make exp charts, setting up a script in 15 seconds and then going to work to find yourself leveled when you get back will always be quicker than playing by hand - if you make exp charts sufficiently low that you can even come close to matching that, your game becomes trivial.



scripting is basically a shortcut to the higher levels where you can actually run around enjoying the hack-and-slash, rather than being hacked apart by everything except squirrels which give 15 exp on a 1000 exp level... when you're playing a hack and slash game, most of the focus is on character development and quick, close, exciting fights. scripting lets you cut out the fights with squirrels and focus on the character development until you're at a point where you can have some decent exciting (as much as it can be, with text-base) combat. i've seen people script chars on other muds with low exp charts and scripting banned, just because the low exp charts basically mean that the game starts at a high or max level, the point where you can compete with other people.
syntax53
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Re: Brainstorm a New Mud? [Archive] - ForumsHQ

Post by syntax53 »

Can someone kindly explain to me, what the heck is the appeal of scripting/mega? Why isn't it preferable to play a game that doesn't require scripting at all? (ie, one in which scripting is not possible, as well as completely not necessary since the game is entertaining enough to hand-play?)

IMO the reason scripting is appealing is because it allows those with demanding lives who may not be able to devote as much at-keys time to progress their character just as fast as someone with no job or a lot of free time on their hands. i think scripting is essential to majormud's survival at this point.
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