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KinslayerMUD Forums • any imms?
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any imms?

Posted: Fri Oct 31, 2008 5:01 am
by Duk
i'm not new to this format of a mud, just to kinslayer. I have yet to see an imm online, or even see that one's online via the high amount of people online that day. so i'm just wondering, do they even pop in anymore? if so, i suggest they do it more often, most of the time when i'm on i see newer people like myself on trying to figure things out. i try to help them as much as i can, but if im in the middle of stabbing this smob or that, it has to wait, and by the time i'm done they quit out.

Posted: Sun Nov 02, 2008 1:51 am
by Duk
i appreciate the activity that you have, despite your new job, and i understand the long hours, trust me, i'm military, low ranking, and get screwed with crap jobs that take long hours for crap pay. i have yet to see an imm online, and had i been someone new to this mud structure, i'd have probably quit by now, but seeing i am experianced, i stick with it. i just dont see any room for this mud to grow with no active imms, what i'm proposing is that an active player or two be raised to immortal so we have active imms for when newbs roll around and need to learn. if we'd have taught the thousand newbs i've seen log on and quit out because they dont know wtf is goin on we'd have a decent player base by now, and possibly some active clans and pk!

Posted: Sun Nov 02, 2008 3:20 pm
by Galnor
We're always open to interested players becoming immortals. Shoot Ravir or myself a mail.

Posted: Sun Nov 02, 2008 11:04 pm
by Duk
most definately, thanks =)

Posted: Mon Nov 03, 2008 1:44 pm
by Aj
I'm not sure if making new players imms is the way to go, past experiences have shown new players who become imm's have to start from the ground up because they lack the experience to understand the intricacies such as wpn balancing, writing scripts, etc.

So in the end we loose another player to building...

The worst part is as a new imm your interaction and helpfullness to the player base is null even with the most basic of things such as clanning, ranking, fixing bugs, etc. If I had a dime for everytime an imm told me "I can't do that", I'd be a rich man.

In the end new imms usually get tired of being stuck in one zone, building, and their lack of effectiveness and either go invis to be left alone or get bored and quit.

Just my two cents. :)

Posted: Mon Nov 03, 2008 6:27 pm
by Vyldav
If you people would pk, I could do my job!

Posted: Mon Nov 03, 2008 8:15 pm
by Duk
now, we've come full circle, if we had more playerbase, we would pk, but we cant get more players to play without more imms and we cant get more imms because they quit from boredom. from the bottom or not, i learn quick, write things down and my wife calls me crazy because i write things down from a "text-based game", but i dont forget things too easily. Currently, with as small of a player base, we don't need more zones. Personally, right now i think we have too many zones; Baerlon is pointless to have, save the few smobs out there that are easily enough placed elsewhere. Lugard is pointless as well, other than Murandian Cavalry, who really goes there? which narrows it down to Four Kings to Aringill and north, and to be honest, what purpose does Aringill serve? the Long Cut, around Tar Valon doesn't need to be there, seeing TV gates dont lock. Mts of Dhoom, again who goes there? So Aj, all due respect, you're a veteran here, i'm some punk newb to Kinslayer, but i've mudded a long time and i know how to point out flaws when i see them. We have 4 maybe 5 active players, most of which DS, so if we downsize until we have a larger playerbase we could reincorperate the above mentioned zones as needed, thus saving the need for builders and being able to create an imm who can help newbs or people who are having difficulties or an issue with a bug or loophole and so on.

Posted: Mon Nov 03, 2008 8:22 pm
by Heritage
anything is worth a try....imms on is always encouraging

Posted: Tue Nov 04, 2008 10:12 am
by Myra
Sorry I haven't been on as of late guys..college sucked up my life. I'll be on more often now that I have things figured out and I'm slowly getting back to my normal busily working self :D

Posted: Tue Nov 04, 2008 1:55 pm
by Aj
I didn't mean any disrespect Duk, I disagree with the size of the mud being to large. A human horse hopping can traverse it in 10 minutes, the zones are lengthy but very narrow. Rather than downsizing the mud ls needs a better teleporting system, ds has murash to fade us down south to almost all human cities but humans only have the Aes Sedai in fd to get south and the buggy garrison which when entered in fd you exit in fm. Humans do have the randi porting Aes Sedai but walking north is usually faster than waiting for her to port in. Humans need an stationary Aes Sedai in most larger cities.

To answer your questions

Baerlon is a base city if you enjoy mining
Luggard is a newbie haven and base of the Mur Cav.
The long cut was imped because when the mud had high numbers trolls needed an alternate route via TV. - can be taken out
Aringill was created by an rp imm so from a pkers perspective it's fairly worthless but very bookish. - can be taken out
Mts of Dhoom? This zone was taken out a few years ago, I'm not sure what zone you are thinking of, possibly stedding area? If so that zone is awesome for exp and is a great pk zone since most mobs are agroe to all.

Posted: Tue Nov 04, 2008 2:49 pm
by Aj
My main point was to be an effective imm you need to have a thorough understanding of Kin which means loggings hours and hours as a player and as an imm, it's a steep learning curve to say the least.

I do agree having active imms could possibly help increase the player base and having an active imm newbie helper would be great.

If you're still interested in learning the fundamentals of pk I'll be around today Duk. :)

Posted: Thu Nov 06, 2008 1:40 pm
by Aj
I have an interesting idea, the current imm levels aren't the way to go these days imho. Rather than starting imms at lvl 100 restricted to a specific area and forcing them to build a zone find out what their interest are, train them or lead them to training material and grant them powers to their specific interest. Thus their powers are more restricted meaning less chances of mishaps and abuse plus they will be more qualified to use their given powers.

Posted: Fri Nov 07, 2008 8:39 pm
by Thor
Sorry ive been gone
I am not liking the 10nth grade as much as i thought
Anyway I agree with Aj there are very few zones that dont have any use and an immortal should have a good understanding of the interface so that they can help any new players so really i dont see how with the current player base that anymore should be ccreated right now

Posted: Sun Nov 09, 2008 7:26 pm
by Chase
Id agree with building more zones and adding competent imms, but the real thing missing is just players. The only way this mud is going to jumpstart again is having everyone agree to just get on and play one day. Then people will see what they missed and play some more.

But imms giving newbs little mini quests and exp/eq opportunities will certainly bring in an influx of new people and will encourage anyone who tries the game to invite more people.

So therefore I suggest that if any imms are added, their main purpose will be to enhance the experience of anyone who is trying this mud for the first or second time.

Posted: Tue Nov 11, 2008 12:29 am
by Guest
Chase wrote: But imms giving newbs little mini quests and exp/eq opportunities will certainly bring in an influx of new people and will encourage anyone who tries the game to invite more people.
Funny you'd mention that, i was just playing with a buddy of mine irl today, said he could more than likely get sucked into it :D and i plan on helping him and playing with him to get him knowledgable to the game more and more. Not to mention the fact that he lives in a Barracks with his family living 3-4 hours away, so he has nothing to do after work hours.
Chase wrote: So therefore I suggest that if any imms are added, their main purpose will be to enhance the experience of anyone who is trying this mud for the first or second time.
That being said, my priority, as well as fixing these zones, is to get people to play as i see them, though i cannot speak from the light/dark yet, i do my best.

I think it will be safe to say that i am one of the most active imms, Myra is up there with me, and if anyone has a problem, let me know and i'll do what i can, if there's nothing, i'll relay it and someone will address you when they get a chance.

Posted: Thu Nov 13, 2008 10:09 pm
by Otoan
People still play? Every time I log on, there's noone online, and I don't have the time nor patience to sit around and do nothing while I wait for people to log on.

Posted: Thu Nov 13, 2008 10:16 pm
by Trin
who
-------------- Immortals --------------

-------------- Players --------------
Trin Skye


-------------- Statistics --------------
Players: 1 human, 0 trollocs, 0 seanchan, and 0 aiel roaming the world.
Today there was a high of 3 players.



Why don't I have a statue?

Posted: Sat Nov 15, 2008 2:08 pm
by Lamgwin
Only competent players got statues.

Posted: Sat Nov 15, 2008 4:48 pm
by Aj
Lamgwin wrote:Only competent players got statues.
That explains why I don't have a statue either, thanks. :)