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Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 6:43 pm
by Vitoc
Quote:
Originally Posted by Sven
... might I suggest 2 versions?
1 with all your changes, and 1 as just a majormud clone, or as close as?
We won't be using the original content in our realm.
However, I have umm... heard rumor of a converter that converts NMR exported Access MDB files to the proper GMUD SQL format. 2 + 2 = ?
As far as gameplay elements we're changing, I might try to make some of the options configurable so someone could try to replicate the exact behavior of Major MUD, if that's what someone were after. Me thinks the gameplay issues we'll be addressing would make for a nice facelift on Major MUD's content, but as stated above, we are not using that content anyway.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 6:48 pm
by Sven
I mean before you go revamping combat, spellcasting, alignment/pvp (which basically consists of all the substance of majormud) it would be nice to have a semi accurate clone of the current system. I'm not talking about content at all.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 7:35 pm
by Vitoc
Quote:
Originally Posted by Sven
I mean before you go revamping combat, spellcasting, alignment/pvp (which basically consists of all the substance of majormud) it would be nice to have a semi accurate clone of the current system. I'm not talking about content at all.
The goal here is a MUD that is greater than the last. I'd literally have to go out of my way to write it improperly to get it to be an exact clone, and then we'd be stuck with some of the same problems and limitations Major MUD has now.
When you log into this new realm, you will see it's already got everything you're going to want. However, if somebody wants an exact clone variation that has the same limitations and problems as Major MUD using this engine, it wouldn't take much work to get it almost spot on, but that comes later.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 7:39 pm
by DeathCow
Quote:
Originally Posted by Sven
I mean before you go revamping combat, spellcasting, alignment/pvp (which basically consists of all the substance of majormud) it would be nice to have a semi accurate clone of the current system. I'm not talking about content at all.
The most important thing, for me at least, is that greatermud maintains the Look and Feel of majormud. So anychanges we make to combat/spells will be in the spirit of the original game. That being said, It really wouldn't be too hard to have a configurable system that allowed for both Majormud coding and Greatermud coding at the sysop's discretion.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 7:43 pm
by DeathCow
Quote:
Originally Posted by Demonic
how about bringing back old slice and dice, and the flying feet etc..
and im sure youre already doing something to allow (if ever needed) use of extra CPs.
The use of extra CPs is kinda my department. For the momment I don't have any particular plan for CPs, but its more than likely as I produce new content I'll have uses for them.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 8:29 pm
by Sven
I understand what you guys are saying, just urging the need to be cautious of straying too far from what makes majormud majormud. It is still the most played mud (I believe, having looked at other muds) to this day, with 1000s of users. Any too drastic a change might eliminate players, who were fine with the current system.
Re: Mud in C# by Vitoc (GMUD)
Posted: Tue Nov 15, 2005 8:58 pm
by DeathCow
Quote:
Originally Posted by Sven
I understand what you guys are saying, just urging the need to be cautious of straying too far from what makes majormud majormud. It is still the most played mud (I believe, having looked at other muds) to this day, with 1000s of users. Any too drastic a change might eliminate players, who were fine with the current system.
Thanks for the note of caution, but as before I do not intend to stray from the look and 'feel' of majormud. IE you're not going to need to learn a new game engine, only new game content.
Re: Mud in C# by Vitoc (GMUD)
Posted: Wed Nov 16, 2005 12:13 am
by Raybdbomb
Quote:
Originally Posted by Sven
[majormud] is still the most played mud (I believe, having looked at other muds) to this day, with 1000s of users.
i don't think that's nearly true... majormud isn't the most played mud
Re: Mud in C# by Vitoc (GMUD)
Posted: Wed Nov 16, 2005 12:54 am
by DeathCow
Quote:
Originally Posted by Raybdbomb
majormud isn't the most played mud
But
Quote:
Originally Posted by http://www.majormud.com/whatismud.html
MajorMUD is the most popular of the MUD games, which are continuous text adventure games.
Re: Mud in C# by Vitoc (GMUD)
Posted: Mon Nov 21, 2005 11:18 am
by ari
Quote:
Originally Posted by Sven
... just urging the need to be cautious of straying too far from what makes majormud majormud. It is still the most played mud (I believe, having looked at other muds) to this day, with 1000s of users ...
Quote:
Originally Posted by Vitoc
... and I can tell you the end result is unbelievably fast and efficient and it all looks very, VERY familiar (MegaMUD feels right at home in it).
Let's not kid ourselves. The reasons mmud became popular are not the same reasons that people play it today. If megamud "feels at home" then the average player who plays multiple boards will likely have a window connected. While I'm on the subject, might I suggest a megamud export option? Personally, I haven't played anywhere in a year+, but if this works I'll prob. play this board , and would love it if my megamud had it's DB cleared and re-installed to tailor the board. I don't need filthbugs in there wasting resources if it's not in the game.
As to some of the other points you hit upon in other posts, Sven, I can see your perspective but have a different one of my own. When I started playing mmud, I also branched out to other types of muds. I played a LPcode mud called Lost Souls for a year or so, then again a few years later for a few months. It was interesting because the code wasn't streamlined for a hack'n'slash, and as such there were always new exploits you could ride until they fixed it and broke something else.
I also played aardwolf, which is a ROM based mud and has a rather large character base. I actually just logged on a few hours ago for the first time in 8 months (damn warcraft ) at 8am eastern and there are 350+ users on (though many, many afk or at work, I'm sure). At first, it took a long time to get adjusted to where I didn't feel like a noob anymore, but once I did I completely appreciated the system and how much more could be done with it than mmud. I could go point for point, but that's not needed as I'm not trying to argue. I'll just say that code for autoloot/autosac, custom colors, game-side macros (with wildcards), etc. can make the interface smoother and more enjoyable. Oh, and you can't script. Period. That's a very nice thing to keep in mind. People who play mmud (as a general rule, in current timeframe) will play(read: megamud) a character for a few months, then go find another board, reroll, or just stop playing for a while. More in-depth muds allow players to work on a character or characters for years on end. I started playing aardwolf nearly 9 years ago. My current character is only 4 years old, but if life had allowed it I could have had the same character still. That's tight.
Anyways, I've rambled way more than I intended. Here's a bump to the post and I'll make sure I swing by again around the 1st, if not to play then at least for an update