Game Vices and Rectification, and Ideas

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Osis
Posts: 113
Joined: Wed Nov 03, 2004 1:11 pm

Game Vices and Rectification, and Ideas

Post by Osis »

Game Vices and Rectification, and Ideas

OsisÔÇÖs Grand Thesis.

Im done with this game for a long while, mainly because I got tired of it. Im sure some people will be happy to see me go, and others not so happy. ThatÔÇÖs neither here nor there though, nor is it the reason for this post. I decided that before I leave totally, that I should post what I see in the game that needs to be changed, fixed, or added. These are all ideas for new components, or corrections to existing game components that would make the game better, or the existing components balanced. Most of my thought is backed up with logical, or RP information/thinking. If you donÔÇÖt like it, fine, but post in a civilized way and keep to topic. I donÔÇÖt want to see this go to waste.

First of all, I'd like to thank the Immortals for putting this game together. I spent countless hours enjoying myself on this game, and it was all due to your hard work. Also, as a beforehand disclaimer, I realize that the Immortals are all working extremely hard to fix the balance of this game, and this is in no way meant to be volatile in nature, or insulting. That means if it pisses you off, donÔÇÖt post, cuz Im not pointing fingers or insulting the Immortals.

Game Wide Balance and Ideas

Wolfbrothers should have less move points. There is absolutely no role-playing reason as to why they would be able to run forever that I can find in the books. Elyas walked through Caralain plain, but he didnÔÇÖt sprint the entire thing, and he rested every night. The only mention of this that I could ever find was when Wolfbrothers were a new thing in way ancient days, when Humans hunted with the pack. But it never said the wolf pack ran from the Blight to Tar Valon chasing a deer. Perrin still rides a horse. Why do they have this bonus? On the other hand, Wolfbrothers should be able to smell/hear Trollocs in the area, meaning that they would get a list when they hit where. I know they used to have this bonus, but I'm not sure anymore. They should also get messages from wolf mobs reporting specific occurrences, such as the passing of people or Trollocs though a room that a wolf mob is in.

Channelers. This is a big topic, and a big sore spot for most of the mud. I think female channelers that enter the Tower should lose the ability to bash and charge, mainly for the RP reason that they spend all of their time doing chores and learning how to channel when they are pre-Aes Sedai, and all of their time doing tasks specific to their Ajah after earning the shawl. It is none of the Ajah's assigned task to learn how to wield big weapons and smash Trollocs into the ground with them, or to gain the strength to run a trolloc through with a pointy stick. I believe that channelers should be able to keep the ability to stab, if they can, however, mainly because stab does not need much strength to accomplish, and because it should be rough to swing with practices. Channelers all need to be capped in a manner that does not allow them to wield weapons of greater weight. This would keep them from wielding weapons that are heavy enough to skewer, or bash with. I also believe that channelers should have a maximum amount of weight worn, and should not be able to wear abs, mostly because if they arenÔÇÖt strong enough to wield a heavy weapon, they wont be able to move, or even stand up in plate mail, much less fight in it. However, I believe that they should get a much greater variety of channeling abilities, especially since they are clanned, and because they spend all their time learning how to do such weaves. I think that they should get the ability to learn more powerful ranks in increments, at rank 3, where I assume they get Accepted status, and rank 5 where they get Aes Sedai status. I also think that they should have an option of getting a master status weave instead of a master status weapon. It makes more sense, since some of the channelers of higher acclaim in the books had learned secret weaves such as balefire. I think that the Black Tower, when opened, should have the same opportunities, but that they should have the weapon weight cap alleviated by 1-2 lbs because they are men, and because in the Black Tower, they are trained in weapons and survival. Wilders should have a severely lessened ability to channel and poor sps regen, as they can only learn a crude control over the One Power. I also think that the Agility weave should be decommissioned, for the reason that thereÔÇÖs no way in hell a channeler could use the one power to make herself move faster then everyone else.

My ideas of some new weaves are as follows. They are just descriptions and names, however, and would need to be balanced out.

Air Garrote ÔÇô a thin weave of air, honed to razor sharpness and left in wait to ambush pursuers, or the unlucky. The idea of this weave would be to cause damage to people that are pursuing you.

Linking ÔÇô two channelers group together and link, one taking command of the weaves and drawing on the other channeler like an angreal. Sp costs for weaves would be cut in half, and would do twice the damage. Would be a Black/White Tower only weave

False Trail ÔÇô creates false tracks of the channeler going in a different direction

Stone missile- a nearby stone is picked up and flung into the air, and is made to explode in midair with the Power. Would do Damage against groups.

Exploding Earth- a certain point in the ground explodes, flinging dirt everywhere, and causing mass damage to the person it is cast upon.

Rag doll- weaves of air are used to wrap a person tightly, flinging them into the air and jerking them around before smashing them back to the ground. Would be a small damage weave, possibly 30 hps, but would act as a bash.

Blade of Fire ÔÇô A sword of fire is formed, and can be used by a channeler, with the added ability to destroy a piece of equipment on very low percentage. Would be an upper rank clan weave.

Ward of harm- cast upon a preexisting weapon, the weapon receives a damage multiplier for a determined amount of time. This would simulate the darkfriendÔÇÖs burning hot knife that Rand and Mat stumbled across in Four Kings.

Compulsion- a person is forced to follow the channeler that casts it for a time, and can be ordered to do things on a channelers whim. Would be a Dreadlord/chosen only weave because it is forbidden to the White Tower.

Bending Light- a false wall can be used to camouflage a channeler and anyone following her in a room indefinitely, bending the light to make it appear as though they arenÔÇÖt there, but only for as long as her sps last. Would take a quantity of sps to maintain per tick.

Hardening Air- Air is used to capture a person in one spot, keeping them there until the weave wears off.

Combustion- this would be the equivalent of incinerate in Wotmud. A person combusts and catches on fire due to a flow of the Power directed at them.

Light Ball ÔÇô A small orb of light is formed, taking the place of lanterns.

Sever- complete severing of another channelers abilities to channel

Disguise- a channeler uses weaves to change the look of their clothes and face. When they use this weave they can change the name that they are seen as by other people for a time.

Shield ÔÇô allows a channeler to block another channeler from the One Power for a time.

Ward against the One Power ÔÇô a tangle of weaves negate any affect of weaves on them at the cost of a channelers sps.

Tempest ÔÇô Strong weaves of wind are used to disperse groups and cause damage.

Twist of the Light ÔÇô Causes the image of the channeler to grow to giant proportions, striking fear into the hearts of an enemy in the room. Would be a channeler equivalent to fear.

Frost ÔÇô An icy blast causes the enemy to be slowed down greatly. Would be the halfing of defense and OB.

Wall of Flame ÔÇô A wall of flame is produced to hinder pursuit. Anyone trying to enter the room that the flame wall is in will suffer damage and potential loss of a piece of equipment.

Silver Lightning ÔÇô A weave used by the Chosen against Rand when he cleansed the One Power of the Taint. Would be lightning with an added degree of damage.

Ward against Shadowspawn ÔÇô A line is made by a channeler for a short amount of time that disallows any shadowspawn to cross it.

Inferno ÔÇô would be fireball with an added degree of damage.

Change Weather ÔÇô Snow can be called to make tracking impossible
Fog can be called to hide a zone in a blanket.
Rain can be called forth, which would reduce the cost of lightning.

Cutting - a weave that another channeler is preparing can be cut in mid weave, taking a slight amount of hps from them as their weave slaps back into them.



Obviously, new zones need to be implemented, and current zones widened out a bit so as to enhance PK. This will fall on the builderÔÇÖs shoulders, however.

Humans need a reason not to come into the Blight, also. As it is, in the books most humans feared the Blight because it meant almost certain death unless you had extreme survival training and knowledge of the Blight and the creatures that lived there. In the book it described the Blight as a sweltering heat, and that Lan and crew had to carry many jugs of water with them when they went into the Blight. Perhaps the necessity for water can be increased for humans in Blight, if itÔÇÖs possible to code. I also think they should suffer a slight move loss, because its easy to get exhausted in extreme heat when your fighting for your life, especially if your not used to the heat.

Next on the agenda is EQ/Weapon balance. Equipment is in severe need of being wiped. There should only be at most 5 top end sets of equipment for each armor class, those being Dodge, combo, and abs. When the equipment is wiped, IÔÇÖd also like to see the money system changed. Meaning that all bank accounts be wiped out too. Currently I have upwards of a million gold in my bank account, and absolutely nothing to do with it. This is mainly due to the fact that anything good needs to be smobbed for, and only crap sells in the shops, at highly exorbitant prices. Middle equipment needs to sell in the shops, and the entire money system needs to be changed, in a manner that represents the Wheel of Time genre. In the Wheel of Time, there where coppers, silvers, and gold crowns. Why not have it like that here? And you get the added bonus of buying things that might actually serve you well in PK.
New types of equipment need to be introduced into the game by the truckloads. Right now you either have a fully crappy set, a medium set, or the best set in the game. IÔÇÖd like to see 7-9 more levels added in between the worst and the best set. In order to make Abs worthwhile, IÔÇÖd think the top abs percentage should be raised to 85 percent. The top end dodge set should be around 350 defense, and the top combo set should be about 260 defense with 65 percent abs. Dodge is useless right now, as the four main weapons that can bash them are rather common. Bash needs to be downed, but if it is, the damage on the high-end weapons needs to be increased greatly. If a dodger is on the floor, I want to see fragmentation, and not ÔÇÿyou hit XXX hard.ÔÇÖ

Weapons are a bit of a problem right now too. Right now short blades do twice as much damage to a bashed opponent then axes do for the simple reason that they hit the opponent twice as much, with the same or more damage then bashing weapons. Think about it, and tell me which hurts more. Being stabbed twice under the ribs, or having a seventeen pound object with a sharp blade slammed into your chest. To solve this, the damage on the round of attack needs to be lowered slightly.
I also think more weapons and weapons classes should be introduced. Right now we have eight weapons classes. Poleaxes, medium blades, whips, projectiles, bows, and crossbows could all be made and put into use as practicable skills and useable weapons.

IÔÇÖd also like to see new skills be made. As this game is now, we have all the same skills that Wotmud has, which, many of us fight against being like. Therefore, why not make new skills that will change the game play, and thus, get some diversity and space from Wotmud between us.
These are the skills that I think should be implemented:

Hand to hand combat ÔÇô could be practiced and combined with any weapons class in order to create a more lethal character, but would also enable a person to damage without a weapon. A person that has hand to hand fighting practiced to high percentages would be able to kick for greater damage and more move points, have a greater dodging bonus, and there would also be a percentage chance of having emote damage given to your opponent during battle, such as ÔÇ£Osis drops on his back and kicks you square in the knee caps. You bellow in pain as you fall to the ground,ÔÇÖ or ÔÇÿOsis smashes his fist into your jaw, and you taste blood.ÔÇÖ A short blade user would especially have an offensive bonus given to them depending on their percentage in hand to hand, because short blades are damned close to hand to hand weapons.

Hand to hand weapons ÔÇô these weapons would enhance straight hand-to-hand combat more so then any other weapons class in the game. These would be represented by brass knuckles, iron fists, finger armor, tiger claws (brass knuckles with 6 inch projecting blades. Think Wolverine from X-men), black jacks, and an assortment of other street fighting paraphernalia.

Cover tracks ÔÇô removal of your tracks through a room, done so with a medium length timer.

Projectiles ÔÇô Two types of projectiles, one being Aggressive, and one being Peripheral. Aggressive projectiles would be javelins, knifes, chakrams, throwing spears, throwing axes and any other things that would do direct damage to a character. Peripheral projectiles would be projectiles that would have a special ability, but would not cause automatic damage by being hit with them. These would be bolas, throwing nets, and other things that would drag an opponent back into a room, or leave him sitting in a room for a bashed timer length. Projectiles would have a timer a little shorter then bash.

Practices and percentages are totally out of whack too. Channelers have practices to be hunters or rogues. I, as a warrior, have the practices to go stabby if I want. As far as I can tell, intelligence plays no part whatsoever in the practicing of skills, however I may be wrong. What I do know is that some skills that are practiced twice are as good as that same skill practiced eight or nine times. Skills need to be changed in a manner that puts into effect real learning of skills. Using steal as an example, youÔÇÖre not going to be able to pick pocket someone ┬¥ of the time after a master thief has showed you twice how to do it. ItÔÇÖs going to take a good deal of time, practicing under that master to learn enough about pick pocketing to get to that level of efficiency. This is, in fact, whats happening in the game, though. People practice a skill twice and are able to do, with efficiency what they should still be stumbling at. Lower practice percentages need to do a great deal less, and higher percentages need to do more.

Bash also needs to be changed in a different manner, which could require a good deal of coding. Bash needs to be changed in a way to makes it so that the person who logged on last doesnÔÇÖt always win, meaning that a bash that is separated by a dline should be made into a bash fight instead of an automatic win for the fool who logged on last. It also needs to be changed in the fact that absers should not get bashed every time a bash timer runs out on them. I used to have dodge practiced to 91 percent in an attempt to dodge bashes, but repraced as I found that it did jack shit. Absers being bashed one hundred percent is not logical anyway. If you think about it, warriors would make it their business to know how to avoid a move that could mean the end of their lives, especially if they cant get back up since their armor is so heavy.

Master rank is next. Its damn near impossible to achieve at the moment. I have 425 qps total right now and IÔÇÖve been playing since the mud got back up. Two qps per scalp is ridiculously hard. I understand the desire for the entire mud population to be spread out rank wise, and not to have every other character be a master, but it wouldnÔÇÖt hurt to at least make scalps 3 qps, if not more then that. At the moment, though, Ill need roughly 400 more scalps to get master. ThatÔÇÖs a crazy amount of people dying.

Role-playing also needs to be introduced to an extent. At the moment, people canÔÇÖt keep a handle on character separation, which can turn a run of the mill pk issue into a game wide blaring of hatred of a personÔÇÖs character. This will help to solve char separation problems, but also add in an element of character development, something that has been severely lacking in this game play experience. Pk is fun, but sometimes it gets old, and if thereÔÇÖs nothing else to do, interest is lost fast.

Mobs hps and difficulty to stab/skewer needs to be downed a bit. An Elite soldier, and IÔÇÖm sure quite a few other mobs, with 4 people on it takes easily twice the amount of time to kill then an actual player. This means that these mobs have twice the amount of hps that a Player does. It doesnÔÇÖt make any logical sense. Also, mobs in Fal Dara and Trolloc Keep need to have a greater chance of being stabbed or skewered, mostly because its damned near impossible now.

Horses need to be looked at as well. At the moment, horses are in good tandem with trolloc moves. Both have enough to run back and forth in pk. Horses can be stacked, and be left to remount, but itÔÇÖs not a big deal. I do think that humans who are engaged in a fight should not be able to mount horses, and humans unengaged in a fight should not be able to mount fighting horses, because if you think about it, its bullshit. How are you going to take the time to mount a horse if your trying to dodge whatever kind of enemy is coming at you to end your life? How are you going to mount a horse that is bucking and kicking in an attempt to keep its life from the creature thatÔÇÖs attacking it? ItÔÇÖs not possible.

This is all that I could think of that would balance the game out. If the game changes because of this, great, if not, I tried. I will be back eventually.

Osis Soulend
Wielder of Nocturn
Master of the GhobÔÇÖhlin
Shadow Council
Trin
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Post by Trin »

Some of your weaves wouldn't be very balanced but good work thinking them up.

also the blight changes would be cool maybe gaidin and bgs have the ability to resist the move malus and thirsty thing. since they are honed to fight in blight.

the eq/weapon stuff i totally agree with.

agree with wolfbrothers not rp based whatsoever and in my opinion if they get to keep their bonuses they should all be declanned and it should be a blademaster/fade type thing. it shouldn't be limited to only 2 people that were that were in it before pfile wipe. if you can get the 2000 or whatever qps it is to get fade (i know 1600 is master don't know how much fade is) you deserve the bonuses other wise you don't.

also really good idea about the channelers when joining tower. the master weave sounds pretty cool too maybe dependant on your clan what master weave you get. though it's much harder to get master for tower since you gotta get white tower as well as ajah qps.

i agree with most of your points. except horse. atm really easy to make someone dismount. horses should be made hard to bash for this reason. i do agree rply you shouldn't be able to ride a horse while it's engage. which btw is the only thing you can do atm. they changed it but rply channelers killed trolls by the dozens. so shrug on that point

don't really have an opinion on mob hps.
Otoan
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Post by Otoan »

another clan for ls would help. right now there's tower borderguard gaidin. and 2 closed clans. make qg or something. i wanted borderguard to be a more elite thing but it turns out it's the place everyone has to go with the weird gaidin clan quests.
Guest

Post by Guest »

Great ideas man. I agree with 100% of your ideas, I have a few conflicting thoughts on the weaves, but I think that with the right difficult in obtaining those weaves (only certain ranked/clanned can have the good weaves) it can be a benefit as well.
Nicotine
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Post by Nicotine »

i agree completely, especially with the channeler stuff....

if new weaves were implemented, LOTS of them, weird stuff that was interesting and different, things would change drastically i think

equipment definitely needs to be deleted. all of it.

i think that qps are fine at the moment, but with each new rank you should get something for your achievement, like for a tower - a new weave, or something.

good points osis. imms are trying really hard but the fact is theres big conflictions with main topics of this mud. it sounded like you basically wanted them to start over from scratch for a minute there, and im sure that's disheartening, so imms please dont get upset. you're doing a great job.
Aj
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Post by Aj »

some of the weaves you mentioned would be hard to impossible to balance but well thought out post, heres my view on channies

all heavy weapons that bash well should have a minimum strength of 17 to wield, channies should have a max str of 16, maybe a low % of 17 for mc's, a max con of 15 low % of 16 for mc's, fc's should have to join the tower as a novice to learn battle weaves, and at higher rank gain better weaves because work should be rewarded. Now mc's should be able to have all weaves at their disposal but to compensate you lsers need to go by proper rp and slay any known mc you see.

channies have to may pracs to use, my mc has way to many skills look at this:

You have no practice sessions remaining.
You know of the following skills:
Agility (superb), ( 99% )
Air Scythe (superb), ( 99% )
Attack (superb), ( 92% )
Backstab (superb), ( 93% )
Blindness (superb), ( 99% )
Chill Touch (superb), ( 99% )
Dodge (superb), ( 93% )
Fireball (superb), ( 99% )
Hide (very good), ( 83% )
Locate Object (superb), ( 99% )
Notice (superb), ( 89% )
Poison (superb), ( 99% )
Regen (superb), ( 99% )
Remove Poison (fair), ( 68% )
Ride (poor), ( 34% )
Sanctuary (superb), ( 99% )
Shield Parry (superb), ( 92% )
Short Blades (superb), ( 93% )
Sleep (superb), ( 99% )
Sneak (superb), ( 86% )
Teleport (superb), ( 99% )
Track (average), ( 51% )


way way to much not only can I stab, I can fball, air scythe, sleep, chill, poison, blind, and I dont worry about moves because with less than 50 sps I can regen my horses mvs to full combine that with the new sp bug that allows you to regen sps 144+ per tick and well you get the point.

my suggestion is to bring channies more in line with what magic users are on other muds, weak dodgey yet powerful in magic.

more ls clans is a great idea, I would love to see a few more secret clans that might admit mc's maybe on a limited basis, dont need a clan with 100 mcs taking over the mud :P

these are just a few of my thought, figured they might combine well with the others and I do realize the mud is short of imms atm and we are somewhat at a standstill, I personally would go back to building but I can very very seldomly get on a computer that has telnet access or download capability.

now I remember Void stating in a post he had changed the muds ip but would have the old address redirect us, if he could do that with the old address of kinslayer.mine.nu 4000 which is what the mudconnector has us listed under on their java applet then I could build all damn day long, and help where applicable.
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Galnor
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Post by Galnor »

Aj wrote:I personally would go back to building but I can very very seldomly get on a computer that has telnet access or download capability.

now I remember Void stating in a post he had changed the muds ip but would have the old address redirect us, if he could do that with the old address of kinslayer.mine.nu 4000 which is what the mudconnector has us listed under on their java applet then I could build all d*** day long, and help where applicable.


telnet://kinslayer.mine.nu:2222
Sonea
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Post by Sonea »

lol he pracced poison. also why do you say 15 con? have you ever had 15 con? i lvled a person lvl 30 to see how much hps you get with 15 and trust me it ain't pretty. talk about like 2 stabbers and 1 basher on you die in 1 bash. even if they don't use attack. also why do you say 144+ because 144 is most you can get...sleeping released...[/b]
Aj
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Post by Aj »

with 15 con my mc has 280 hps at a lvl above 40 :p I ate a bash today with 2 trolls on me at bp and got out at batt.

you think poison isnt any good? works fine for me.
Sonea
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Post by Sonea »

you don't have earthquake or locate life! just because it doesn't say you can prac it doesn't mean you can't!
Aj
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Post by Aj »

Aj wrote:I personally would go back to building but I can very very seldomly get on a computer that has telnet access or download capability.

now I remember Void stating in a post he had changed the muds ip but would have the old address redirect us, if he could do that with the old address of kinslayer.mine.nu 4000 which is what the mudconnector has us listed under on their java applet then I could build all d*** day long, and help where applicable.


Galnor wrote:telnet://kinslayer.mine.nu:2222
Notice I stated I have telnet access very seldomly.
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Galnor
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Post by Galnor »

if he could do that with the old address of kinslayer.mine.nu 4000 which is what the mudconnector has us listed under on their java applet
The MUD is not running on port 4000, so it cannot be "re-directed" to allow that applet to work unless we switch ports altogether, which would be extremely inconvenient for everyone that is not using that applet. So what you're asking for more than likely cannot be done. The only thing that can be done is for whoever registered Kinslayer on TopMudSites to change the port to 2222.

Serai made an applet not too long ago that worked well. You could ask her about that.
Aj
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Post by Aj »

ok will talk to serai, and btw I registered kinslayer on mudconnector and have sent them 20 mails to change the damn applet settings, either they are lazy or just dense. :P

wish I had a program that would automatically send an email everyday, that would annoy them.


sent them another email, yea I'm sure the 21st email will do the trick no doubt :P
Guest

Post by Guest »

I have to say that I agree with Otoan, and when he said this to me over msn I prompted him to post it on the boards, for us to discuss.

Imms, please don't get offended by what we're saying here, we're just trying to give back constructive criticism, because we all want to see this mud succeed.

I agree that something needs to be created to encourage player involvement. Things that would help:

Eq wipe..would make eq valueable..and people would work harder to get it..and work harder to keep it.

Money system imped..we could -sell- eq and other things, and make money another goal players can have.


I read once on a website that had been studying mud players behavior and conducting studies, that there are 4ish types of mudders:

The pker- The guy who is in it for the killing. The will often be the same side killers, they will collect qps/etc but only as a second job to killing. Their main objective to create havoc and kill.

The explorer- This guy only cares to find out how the game works...he likes to explore the world, map out zones, and find the bugs/ticks of the game.

The quester-This guy is all about ranking, and achieving a high position within the game. To do this (rank) he will do whatever it takes, whether it be to pk or to quest for those qps, he'll do it, all in the goal of gaining higher position or more power.

The socialiser- The guy who sits CCS or Agelmar and just chats. I know we don't have many of these guys on the mud, but if you look at wotmud..tons of those kind of guys around. (keruk for example)


Now each player can be a mix of these things, you don't have to be a specific one. However...each player IS one of these atleast.

So..in order for our mud to succeed we must be open to these kind of players, as above.

We need to have an environment that welcomes these kind of people.

For the pker: have a good pk system with full zones and equipment implemented to not keep them bored.

For the explorer- have a large diverse world with tons of features and zones to explore.

The quester- Have realistic goals within a clan. As in..maybe have bonuses based upon the rank in the clan, so the questers have something to aim for. 1600 qps to master is rediculous imo, and discourages 'questers.'

The socializier- In order for these kind of guys to be attracted to the mud, we need more people first. These guys prey off of a large population. They are not drawn to a mud unless there is SOMETHING to talk about, not enough stuff happens on ours for them to 'chat' about.

This 'mud analysis' website I read also stated that there needs to be around 20 questers for every 5 pkers. Why? because the pkers feed off of the questers. Think how well the wotmud system works, a perfect example of this. There are just enough same side killers to feed off of the questers, but not enough of them to kill the questers in general. in our mud..the 'questers' are over shadowed by Jerez, Gestahl, Obdoul and the rest of the MC's/same siders who fight against each other.

This is not a flame against you, just a general theory I'm stating.

Anyway..i just posted a shit load here, I hope some of you understand what I just said. I'm not pruposing a solution, simply telling the imms something I learned a while ago, that they might be interested in knowing. If imms care..maybe the rest of us can think of some ideas to 'draw' these certain kind of players (as stated above) to our mud.
Guest

Post by Guest »

I found this guide.

http://www.mud.co.uk/richard/hcds.htm

If some of the imms would just read that, I think you will learn tons that could help this mud in the long run, and discourage people from quitting.
Trin
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Post by Trin »

also what i've noticed....everybody joins from wot. who here do you know that plays here often that doesn't/hasn't played wot. i don't know any. it's because this mud 1) isn't advertised at all 2) isn't very newbie friendly. yea i agree this mud is easy(in a sense) to start out with then wot because you can exp easier, get lvls easier, get eq easier, etc. but wot has...something about it. that attracts. i don't know how to explain it maybe it's the difficult or the amount of playerbase. maybe it's because if you're down by caemlyn statting you probably aren't the only one there.
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Galnor
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Post by Galnor »

The quester- Have realistic goals within a clan. As in..maybe have bonuses based upon the rank in the clan, so the questers have something to aim for. 1600 qps to master is rediculous imo, and discourages 'questers.'
Do you always listen to what Trin says? That's no where close to right. :roll:
Primal
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Post by Primal »

It's possible one of the main reasons that you feel that Wotmud was somehow special is because it was the mud you grew up on.

I personally think this mud is better than Wotmud, reminds me more of how wotmud used to be before it lost the plot and tried to restict pk by making cities too tough and by some really strange knee jerk reactions. Anyway, enough about wotmud.

This mud is still new and changing but overall it's fun.

Seen lots of complaints about not being able to achieve anything on this mud, but to be honest the same problem existed on wotmud. You got master and a nice weapon plus some bonuses, and that was it. So pkillers were forced to become achievers to be equal in pk and achievers whereas achivers just found themselves reaching a ceiling and got bored.

Clan system: Never really liked the wotmud clan system, and felt that in many ways it should have been changed to take account of the numbers of players. Originally anyone could get into any clan (except secret ones) easily. Even most of the secret clans there would be opportunities for anyone who could prove themselves to get into.

However, it soon it became elitest just to get into a clan with that being seen as a goal. THis mud strangely seems to be going in the same direction despite the low numbers playing.

One of the most interesting muds I have plaued (and indeed most muds I have played) allowed players to get into clans easily, and then the work started to get influence within the clan. Rank within a clan was far more important than anything else and it gave everyone a sense of belonging and comman goal to achieve clan goals. Mind you there were no actual bonuses for being in a clan other than having a base, and no bonuses for being head except having access to city council chambers.

The cities each had councils and the benefits of heading up a city were hard work rather than actual reward. Controlling collection of materials (much like collecting quest items) and using these to make eq to sell in each city. This was implemented also in wotmud to a very small extent with ingredients for vials. But smobbing rather than for eq (although you could get a basic set from smobbing) was for money. SOme ingredients would sell in small towns and some in ciites at various random times during the course of a actual day - reset to reset.

With herbs these would be planted and grown and then had to be protected for like an hour or so from other cities, clans, and the dark.

Global quests existed which were always dooable but always very hard and would involve either side collecting the same 20-30 non rentable items from very difficult places and then having to protect a pc while he performed a time consuming (like 5-6 tics) ritual without moving or entering any other commands during which he could easily be killed. The rewards again were very very small, like from that moment if light one there would be no night and wouldn't need to use lanterns. And to go back to normall woudl be much easier for either side to accomplish.

What i'm trying to say is that pk bonuses and really good rewards actualy are self defeating to an extent. Because if a reward is good enough it makes you two times harder to kill where is the challenge once you have achieved it?

One of the best feelings back in wotmud was just having a nice set, with full clan gear, just to look at, not because it made you imposs to kill.

I hope that when new eq is created the difference between the worst and the best sets are minor, and if any rewards are added in these do not have any real effect on pk but rather will just be things to give you a nice glow inside.

Player run shops would also be nice at some point in the future and could help to drive money as an important factor, and reduce storage (a bad hangover from wotmud)

Sorry for rambling, incoherant post, will have to edit it I think.
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Post by Guest »

I wanted you to post it in a way that would incite discussion. With clear thought out identification of problems, and perhaps some solutions.
Guest

Post by Guest »

okay so i was thinking maybe since the level cap is 50 we could not actually cap it at 50, but just make hp gain 1 hp every 5 levels or something. we could have the max level be endless. this would make it so there wasnt really a ceiling on levels... of course each level would be progressively harder and everything, and by the time you got up in the 100's it would take a long ass time to level, but it would still keep an ongoing thing instead of having to be the best.
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Post by Guest »

I really like Erica's and Primal's idea. AWESOME, in fact. Player run shops are the ONE thing I think we miss in this game, thats the one thing I look for when I've been searching for a new mud to play lately. Player run shops.



I also love Erica's idea. Why not? 1 hp per every 5-10 levels, perhaps 1 prac for every 10 levels. Only problem is..lets have it so that you lose 10mil exp -tops- when you die, otherwise you'll die at level 200 and lose a level that takes month to build up to.

Back to Primal's idea: Pkers/Rpers alike can get together equipment and sell it in their shops, anything they loot in pk..anything their friends give them. Would be great.
Aj
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Post by Aj »

player run shops are cool on a limited basis, if anyone would like to see an example send me a mail and Ill point you to my shop on another mud.
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Galnor
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Post by Galnor »

Aj wrote:player run shops are cool on a limited basis, if anyone would like to see an example send me a mail and Ill point you to my shop on another mud.
It'd be nice to see to get some ideas, as always.
Aj
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Post by Aj »

Aeonian Dreams: Reawakened

dreams.game-host.org 4000

it is circle also, they have a good economy system, talk to zephen if you have any questions, btw he knows nargus :P

to get to the player shops recall then enter portal.
Aj
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Post by Aj »

but to go with player run shops we need a decent economy system, atm what is the point of having money? to buy newbie junk in the shops?

I'd love to see shops sell herbs and herbs load on low % on mobs and combining these herbs using wis lore you could make stuff but thee has to be a high cost and strict adherence to pricing, no flooding of stuff means a smooth running economy. We could have wisdoms doing their thing and actually being useful with something to do beyond pk.

my ideas on witches erm umm channies I mean :P

I'd like to see channie have to study spells at a cost, not your typical spells but a moderation of what we already have, say a half dmg fball at half the time and half the sps (just an example) aeonia has this already)

they also have cool AsS skills and trades that I keep trying to talk galnor into adopting :P

no more wotmud crap, lets either be original or rip off another mud :P (that was a joke)


big problem with player run shops, once a mud gets alot of player and every player has a shop, whole cities turn into one big spammy commercial.
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