interesting ideas
i read that whole thing. sounds VERY interesting.
if we could revamp somehow to make EVERYONE be able to train their own minions.... bone fiends for trollocs and soldiers for humans or whatever, and actually develop a system of rules for how many you can have, what they cost, blah blah blah, it will take away the reason for people logging on, seeing there's no one, logging off. then when someone is online training their minion, someone else could log on and boom. pk is started.
i also like the idea of player houses, although it might not tie in to the books for trollocs or whatever. you guys should definitely read that site trin posted, it's got some good stuff in it. the ideas posted there would take away BOREDOM from being alone, and that's exactly what we need here.
if we could revamp somehow to make EVERYONE be able to train their own minions.... bone fiends for trollocs and soldiers for humans or whatever, and actually develop a system of rules for how many you can have, what they cost, blah blah blah, it will take away the reason for people logging on, seeing there's no one, logging off. then when someone is online training their minion, someone else could log on and boom. pk is started.
i also like the idea of player houses, although it might not tie in to the books for trollocs or whatever. you guys should definitely read that site trin posted, it's got some good stuff in it. the ideas posted there would take away BOREDOM from being alone, and that's exactly what we need here.
My thoughts on this:
Player houses sounds like a really cool idea, and it would actually be doable if an automated system to setting up your house was put in. And since there aren't too many players in the game, there wouldn't be that many houses.
Another thing, is said houses could have defenses, that could be built/sold by people.
I think another thing that would be good is if eq would start being sold for money from player to player. I know this sounds lame and all this and that, but it would create an economy, so when there is nothing to do on the mud, you could just go hit some mobs for cash.
Player houses sounds like a really cool idea, and it would actually be doable if an automated system to setting up your house was put in. And since there aren't too many players in the game, there wouldn't be that many houses.
Another thing, is said houses could have defenses, that could be built/sold by people.
I think another thing that would be good is if eq would start being sold for money from player to player. I know this sounds lame and all this and that, but it would create an economy, so when there is nothing to do on the mud, you could just go hit some mobs for cash.
I read the link, and I am interested in what I saw.
Many of the things suggested would make this mud very different, but could make it much more fun.
I didn't really like the idea of guards/castles and setting traps and things. For we all know that some buds could all get on at the same time and ruin that person's work, I don't think that'd work at all.
But some cool things that I saw in those posts, and that I think I might add to incorporate in our mud, would be some changes or ways to affect CTF forts/castles and the likes.
Right now, we used to have the old outpost, can't remember if it was still imped with mobs at the end of kinslayer's recent reign.
I was thinking, that when raiding the outpost, players would need to be strategic to take it. I saw in those posts from the link about when soldiers got low or some died, they could send for reinforcements. That would make it very fun, as mobs could spawn from fal dara, and a group of soldiers would slowly take a few tics to arrive at the outpost, acting as a small patty, perhaps a leader and 2 guards or something, and they could come in several group so as not to be easily abused by humans/trolls alike.
Back to capturing the CTF: fighting in certain rooms would be different, maybe swords couldn't be used effectively in some rooms b/c the room was too small, or defense would be damaged because not enough room to move around, MANY other factors could make that one little zone a fun hellhouse.
But perhaps when the fort was finnaly takin, it wouldn't have mob repop only reinforcement repop perhaps, but eventually the guy would run out of pigeons to send fal dara. Just many other factors/things to make the fort fun for 1+ person vs mobs, with no crossrace pkers online.
Also, perhaps when the fort is finnaly captured, one PC who took the fort would be granted certain "powers" in the fort to assign men in certain rooms, mend gates, many other examples could be done. Of course, balance would come in play to stop stacking and unfair placement, but the person who gained the powers could set up the fort in different ways to make it more difficult or different for humans if they next tried to capture it.
Of course these powers could have a time limit of a few tics, so as to restrain it and balance.
Just some ideas on the table, I think this would help the problem of only 1-2 players online, they could do things together like CTF and smobs could be changed to be more strategy or would have different methods of killing leader...diff eq loads entirely.
Hell, we could have mobs track and bash and do other PC like things in forts/smobs, of course balance would balance them.
All in all, I think perhaps a few things like these could add more flavor, I recall a while back something NIco wanted to do about patties leaving fd and gk and meeting each other gap like in books. Battles and the like.
But maybe we can finnaly imp these things *wink wink* and they could be on timetables and alrdy set to do certain things.
Shrug, so it goes
Many of the things suggested would make this mud very different, but could make it much more fun.
I didn't really like the idea of guards/castles and setting traps and things. For we all know that some buds could all get on at the same time and ruin that person's work, I don't think that'd work at all.
But some cool things that I saw in those posts, and that I think I might add to incorporate in our mud, would be some changes or ways to affect CTF forts/castles and the likes.
Right now, we used to have the old outpost, can't remember if it was still imped with mobs at the end of kinslayer's recent reign.
I was thinking, that when raiding the outpost, players would need to be strategic to take it. I saw in those posts from the link about when soldiers got low or some died, they could send for reinforcements. That would make it very fun, as mobs could spawn from fal dara, and a group of soldiers would slowly take a few tics to arrive at the outpost, acting as a small patty, perhaps a leader and 2 guards or something, and they could come in several group so as not to be easily abused by humans/trolls alike.
Back to capturing the CTF: fighting in certain rooms would be different, maybe swords couldn't be used effectively in some rooms b/c the room was too small, or defense would be damaged because not enough room to move around, MANY other factors could make that one little zone a fun hellhouse.
But perhaps when the fort was finnaly takin, it wouldn't have mob repop only reinforcement repop perhaps, but eventually the guy would run out of pigeons to send fal dara. Just many other factors/things to make the fort fun for 1+ person vs mobs, with no crossrace pkers online.
Also, perhaps when the fort is finnaly captured, one PC who took the fort would be granted certain "powers" in the fort to assign men in certain rooms, mend gates, many other examples could be done. Of course, balance would come in play to stop stacking and unfair placement, but the person who gained the powers could set up the fort in different ways to make it more difficult or different for humans if they next tried to capture it.
Of course these powers could have a time limit of a few tics, so as to restrain it and balance.
Just some ideas on the table, I think this would help the problem of only 1-2 players online, they could do things together like CTF and smobs could be changed to be more strategy or would have different methods of killing leader...diff eq loads entirely.
Hell, we could have mobs track and bash and do other PC like things in forts/smobs, of course balance would balance them.
All in all, I think perhaps a few things like these could add more flavor, I recall a while back something NIco wanted to do about patties leaving fd and gk and meeting each other gap like in books. Battles and the like.
But maybe we can finnaly imp these things *wink wink* and they could be on timetables and alrdy set to do certain things.
Shrug, so it goes
just keep in mind... PK = what the MUD's about
granted that other stuff is cool, and... actually... appeals to me, hmm... but God knows we've sat up in the Keep for countless hours complaining about how lazy humans are, and how they won't venture out of their precious mobfilled cities to come PK with us. So I know I for one would be pissed if those same pukes *shakes fist* were too absorbed in their precious puke cities to come out and fight at all.
then trolls would have to, like, play cards or something...
blackjack?
granted that other stuff is cool, and... actually... appeals to me, hmm... but God knows we've sat up in the Keep for countless hours complaining about how lazy humans are, and how they won't venture out of their precious mobfilled cities to come PK with us. So I know I for one would be pissed if those same pukes *shakes fist* were too absorbed in their precious puke cities to come out and fight at all.
then trolls would have to, like, play cards or something...
blackjack?
you don't understand:
pk = boring when people don't want to pk, don't like people's tactics, noone else is online. the whole lets make ctf's have more stuff that doesn't solve the issue at hand of having nothing to do when noone is online.
this doesn't have to be a pure pk mud. it ISN'T a pure pk mud to begin with. i don't think it was ever meant to be pure pk. or ever will. not everything has to revolve around pk. and pk with the playerbase means nothing. what has happened in the past few months is people would get online see noone online and get off. there's nothing to do when noone is online. the mud kept noone there. people aren't going to wait around for hours doing nothing to wait for one person to log on and log off as soon as they see noone of the same side online.
pk = boring when people don't want to pk, don't like people's tactics, noone else is online. the whole lets make ctf's have more stuff that doesn't solve the issue at hand of having nothing to do when noone is online.
this doesn't have to be a pure pk mud. it ISN'T a pure pk mud to begin with. i don't think it was ever meant to be pure pk. or ever will. not everything has to revolve around pk. and pk with the playerbase means nothing. what has happened in the past few months is people would get online see noone online and get off. there's nothing to do when noone is online. the mud kept noone there. people aren't going to wait around for hours doing nothing to wait for one person to log on and log off as soon as they see noone of the same side online.
My solution has always been to just rent and come back later, obsession is bad.
Hell, Trin i see your point, but your attitude is shit
IF you really want to sit at a comp and enjoy playing with mobs, that's fine and I respect that.
Sure this mud is boring as hell without people, hell I'd think any mud would be. Where's the fun in mobs?
The whole point I enjoy kinslayer is because I get to meet some weird/interesting people, I get to kick their ass, they get to kick mine, we get to joke around and all is good.
I don't play to play with mobs when I'm bored, I don't get bored, and I hope noone else does. Go read a book, call up friends, go to the movies solo even, go find some more hobbies.
But, with patience, and learning when certain people log on, it works just fine
I think any addition or modification to CTF's would be great, if your going to criticize, please give some reasons, or give some good opinions or insight.
I just laugh sometimes, actually I laugh all the time, if noone is on the mud, do something else online checking mud every 10 min or something, or do something else
I don't think it's right to ask for Imms to work harder to please 1 person online thing. For their goal isn't to have 1 person online I'd think, they want a bigger playerbase so we can all thrive together.
So honestly, asking Imm's to work to make things for 1 or online people is just plain stupid, let's get more people so we aren't online by ourselves.
Sry for the long post, I am good at rambling, but, there is some insightful things in there, just read fast!
Hell, Trin i see your point, but your attitude is shit
Sure this mud is boring as hell without people, hell I'd think any mud would be. Where's the fun in mobs?
The whole point I enjoy kinslayer is because I get to meet some weird/interesting people, I get to kick their ass, they get to kick mine, we get to joke around and all is good.
I don't play to play with mobs when I'm bored, I don't get bored, and I hope noone else does. Go read a book, call up friends, go to the movies solo even, go find some more hobbies.
But, with patience, and learning when certain people log on, it works just fine
I think any addition or modification to CTF's would be great, if your going to criticize, please give some reasons, or give some good opinions or insight.
I just laugh sometimes, actually I laugh all the time, if noone is on the mud, do something else online checking mud every 10 min or something, or do something else
I don't think it's right to ask for Imms to work harder to please 1 person online thing. For their goal isn't to have 1 person online I'd think, they want a bigger playerbase so we can all thrive together.
So honestly, asking Imm's to work to make things for 1 or online people is just plain stupid, let's get more people so we aren't online by ourselves.
Sry for the long post, I am good at rambling, but, there is some insightful things in there, just read fast!
You guys tell me this. Would it help if we took away the who command for a time until we were able to haul in more active players so that people would actually have to go out and see if there is anything to do before instantly logging off? I have noticed that other online games don't have a way to really see who is online, which keep players wondering if people are actually out in the world.
This would go along with ideas to give people something to do that does not require other players. Perhaps building up a skill or going out looking for items to put together a piece of equipment. Later when we have active players we could reinstate the who command.
This would go along with ideas to give people something to do that does not require other players. Perhaps building up a skill or going out looking for items to put together a piece of equipment. Later when we have active players we could reinstate the who command.
oo that's a great idea. galnor also some things about the eq on ground and stuff you can have random areas. that change where they are all the time so you have to go out and look for them. that have good eqloads or something in them. traveling merchants, traveling smobs, etc. etc. etc. would also work. and i never said ctf ideas were bad i just said that it would be cool to have something like this. and you have to please the 1 person online before you can get the tons of people online. this type of pk is meant for a lot of people playerbase. we need to attract other people besides the pker. you talk about getting a bigger playerbase but do you really think that the way we are right now we are attracting new people(no offense)? i mean yea pk is all well and good but we need something to attract the newbie. the newbie isn't going to be like hey i'm going to go out get good stats join gaidin and kill *wedon'thaveanultimatepkertrollocsorandomtrolloc here*
i don't know what i'm trying to say but what i'm trying to say is what if we had a skill that you could own your own house or mansion or fortress and you could populate with your own things and spend time getting your mobs up. wouldn't that be neat? or any other rare things that you find in a mud. so many other muds have player houses but don't even need them/or they are worthless/or extremely expensive and worthless so no point in buying. here they could have meaning.
edit: these type of things do attract new people i don't know what you propose. i don't see newbies really caring about what a ctf does when most newbies won't understand the whole race wars thing anyway(unless they read the books).
i don't know what i'm trying to say but what i'm trying to say is what if we had a skill that you could own your own house or mansion or fortress and you could populate with your own things and spend time getting your mobs up. wouldn't that be neat? or any other rare things that you find in a mud. so many other muds have player houses but don't even need them/or they are worthless/or extremely expensive and worthless so no point in buying. here they could have meaning.
edit: these type of things do attract new people i don't know what you propose. i don't see newbies really caring about what a ctf does when most newbies won't understand the whole race wars thing anyway(unless they read the books).
Okay... first off, I agree with Vurek... if you log on the MUD, and nobody's on, it doesn't mean you absolutely have to go solo smobs or something. If it's that boring, go do something IRL, and check back every 10 minutes or so.
Second, Galnor, if you disabled the "player high #" on the "who" command, that would serve your purpose just as well. Don't disable "who" altogether, it'd just be annoying for purposes of checking the same side.
Third... when I read Trin's posts...
... I think he's been pulling some all-nighters. Or got ahold of some speed.
kidding, kidding...
Oh, but one thing I love about Kinslayer is that you don't have to spend forever and a day statting and levelling up. You can stat a good thief in a half-hour, and level him up to PKable range in maybe an hour, two if you're lazy. It isn't like some MUDs, I'm thinking of WoT in particular, in which you're required to spend days and days (quite literally) of statting and then xping to get an alt levelled up. And, it doesn't take forever to get a decent PKable set, either.
What I'm trying to say, is that Kinslayer works for people like me, who love to MUD, but also have to devote a lot of their time to other things. It's great because I don't have to spend hour upon mind-numbing hour hunched over my keyboard, cursing the low amount of XP and crappy stats that I get, while basically just wasting my time. I can log on Kin, run south, do some PK, run north, and still go out to a movie with my friends 20 minutes after I logged on.
My rather murky point being...? Let's try to keep the MUD on its level of user-friendliness, instead of making the requirements for good characters, eq, etc., based on logging lots of hours. I mean, sure, if you've got lots of time on your hands... but I'd hate for Kin to turn into another WoT as far as time-devotion goes.
edit: I re-read G's post, and I like the idea of getting pieces of items, and solo quests and the like. We definitely need more to do if there's a scarcity of players on.
Second, Galnor, if you disabled the "player high #" on the "who" command, that would serve your purpose just as well. Don't disable "who" altogether, it'd just be annoying for purposes of checking the same side.
Third... when I read Trin's posts...
... I think he's been pulling some all-nighters. Or got ahold of some speed.
kidding, kidding...
Oh, but one thing I love about Kinslayer is that you don't have to spend forever and a day statting and levelling up. You can stat a good thief in a half-hour, and level him up to PKable range in maybe an hour, two if you're lazy. It isn't like some MUDs, I'm thinking of WoT in particular, in which you're required to spend days and days (quite literally) of statting and then xping to get an alt levelled up. And, it doesn't take forever to get a decent PKable set, either.
What I'm trying to say, is that Kinslayer works for people like me, who love to MUD, but also have to devote a lot of their time to other things. It's great because I don't have to spend hour upon mind-numbing hour hunched over my keyboard, cursing the low amount of XP and crappy stats that I get, while basically just wasting my time. I can log on Kin, run south, do some PK, run north, and still go out to a movie with my friends 20 minutes after I logged on.
My rather murky point being...? Let's try to keep the MUD on its level of user-friendliness, instead of making the requirements for good characters, eq, etc., based on logging lots of hours. I mean, sure, if you've got lots of time on your hands... but I'd hate for Kin to turn into another WoT as far as time-devotion goes.
edit: I re-read G's post, and I like the idea of getting pieces of items, and solo quests and the like. We definitely need more to do if there's a scarcity of players on.
what newbie is going to 1) know about stats 2) want to jump in pk after an hour of playing. yea there are some lunatics out there but a lot of people want to learn the mud first.
what do you mean 'check every 10 minutes' you mean take a trip all the way up to gk to find if there are people online or not? i don't like doing something for only 10 minutes irl. just like online if i'm doing something i'm going to be doing it for a while. (and plus doing some irl usually means getting out of my house so i can't come back to my house every 10 minutes to check the mud)
you want this to be a leisure activity where you can come on every once and a while and pk. that's not going to attract new people sorry to say but it won't.
as you can see some of the top mud games are not pk muds. they offer pk but that is not their extent. no top mud game is pure pk. that's because not a lot of mudders whole extent is too pk. you are thinking about people that have come from wotmud that pretty much know this game in and out because its built just like wotmud and can come on here stat and love the pk part of the game. but a pure newbie someone that isn't wotmuder wouldn't even care about that stuff starting out. they would see oo well this mud doesn't have a lot to offer except pk...which takes a while to learn i'll just try out this other mud.
edit: if you still don't get what i'm trying to say you're a lost cause.
what do you mean 'check every 10 minutes' you mean take a trip all the way up to gk to find if there are people online or not? i don't like doing something for only 10 minutes irl. just like online if i'm doing something i'm going to be doing it for a while. (and plus doing some irl usually means getting out of my house so i can't come back to my house every 10 minutes to check the mud)
you want this to be a leisure activity where you can come on every once and a while and pk. that's not going to attract new people sorry to say but it won't.
as you can see some of the top mud games are not pk muds. they offer pk but that is not their extent. no top mud game is pure pk. that's because not a lot of mudders whole extent is too pk. you are thinking about people that have come from wotmud that pretty much know this game in and out because its built just like wotmud and can come on here stat and love the pk part of the game. but a pure newbie someone that isn't wotmuder wouldn't even care about that stuff starting out. they would see oo well this mud doesn't have a lot to offer except pk...which takes a while to learn i'll just try out this other mud.
edit: if you still don't get what i'm trying to say you're a lost cause.
also how would making houses/making mobs that you can train hinder anything?
1) people who want to pk will pk
2) people who don't want to pk won't pk
3) making this won't help/hinder pk at all. people who want to pk will people who don't will just stay inside. why do people whine about people sitting in cities? maybe they don't want to pk(look at number 2). if you make it so the houses are raidable then that will really increase stuff.
let me put a story to you. what if having a storage character was a bannable offense. and they made houses that you had a chest in. everyone could have a house and they, with enough money, can put a chest in it. lets say this chest was raidable. how awesome would that be.
and a final note: people say to check every 10 minutes, do something else, etc. etc. sometimes that doesn't work. people get on see noone is online THEIR side and get off. don't even step out of rent.
1) people who want to pk will pk
2) people who don't want to pk won't pk
3) making this won't help/hinder pk at all. people who want to pk will people who don't will just stay inside. why do people whine about people sitting in cities? maybe they don't want to pk(look at number 2). if you make it so the houses are raidable then that will really increase stuff.
let me put a story to you. what if having a storage character was a bannable offense. and they made houses that you had a chest in. everyone could have a house and they, with enough money, can put a chest in it. lets say this chest was raidable. how awesome would that be.
and a final note: people say to check every 10 minutes, do something else, etc. etc. sometimes that doesn't work. people get on see noone is online THEIR side and get off. don't even step out of rent.
I must agree with Trin, there must be something to do beyond pk to keep players online. Some complain that beyond pk there is not a point to this mud, well we can change that but first we need to get away from everything wotmud, this isnt wotmud and never will be. We need original ideas imped, the further we get from wot the better our chances of attracting newbies and keeping them rather than continually getting a wotmud throw back every once in a while.
I'll say this one more time This isnt wotmud lets be original!
The secret to a successful mud is the players drive to achievement, The improvement on their character beit in levels, skills, bank account, equipment, or political status. A player gets to the maxed levels and has killed everything in the game they feel like they have beat the game and usually move on
ideas
mining
smelting
blacksmithing
skiining and tanning hide
tailoring
player houses and thier own mobs are a great idea, players could spend their time building up their own little empire, for a set price a player could purchase rooms and slowly create their own fortress.
Main thing in order to imp any of these ideas we need a stable economy, if the prices for the houses were outrageous people would stay online just to earn the cash.
AS far as the who list, I would get rid of the max logged on thing but keep the list.
I'll say this one more time This isnt wotmud lets be original!
The secret to a successful mud is the players drive to achievement, The improvement on their character beit in levels, skills, bank account, equipment, or political status. A player gets to the maxed levels and has killed everything in the game they feel like they have beat the game and usually move on
ideas
mining
smelting
blacksmithing
skiining and tanning hide
tailoring
player houses and thier own mobs are a great idea, players could spend their time building up their own little empire, for a set price a player could purchase rooms and slowly create their own fortress.
Main thing in order to imp any of these ideas we need a stable economy, if the prices for the houses were outrageous people would stay online just to earn the cash.
AS far as the who list, I would get rid of the max logged on thing but keep the list.
I have only one question:
Galnor, what do YOU want to do?
Sorry boys, but it's all up to Galnor, he is the man, he put alot of work into this mud, alot. It's him in an essense, and I love kinslayer.
Trin, you are exactly bloody right. I used to be a wotmuder, and when I came to kinslayer quite some time ago, I loved the pk. Of course, I died like 10x an hour or so but I stuck with it because people returned my shitty eq, I didn't have to do anything but learn how to do the somewhat different kinslayer pk.
Now, alot of people might not be older wotmud players, and they might be brand new spanking newbies.
First off: how the hell are they going to find kinslayer? If I was brand new at mudding, (don't see how that would be, a friend showed me wotmud 7-8 years ago and then I've wanted to kill him since for torturing me with text
) I would logically only look at "top mud sites" and would try muds with good reviews.
Well honestly, I have tried tons of muds in my earlier days and I never could quite mud without the wheel of time feel, so that's my problem.
I don't think Galnor is going to put tons of time into making kinslayer turn into the non-pk mud that it is right now. Changes are coming right now, I'm not sure on what, but I don't think kinslayer is going to change from a pk-mud to the rp/pk or the other types of muds.
Another idea IF that "newb" ever comes across kinslayer trin: we could set up a "newbie guide". Of course this would only be selectable if prefered, so as not to hinder the experience players. I would be glad to help make a newbie thing for newbs(zones/mobs and things to teach different skills and other likes.) Other experienced players could also help create this, as it could just familiarize people with kinslayer, and how kinslayer should be.
I, myself, am not thoroughly interested in all these other "time consuming" waste of time things. I play kinslayer for pk, I do not smob, I don't exp hardly(vurek NEVER broke lvl 45).
I only do these things IF a friend needs help(ie newbie which im glad to help) or a bud needs eq off a smob, but even then I am not thoroughly into fighting mobs.
I think kinslayer was built to be a pk mud, and yes it is alot like wotmud, which, I think was it's intent still, except it wasn't thoroughly time consuming, and it doesn't lag.
I think any addition for "the solo player" is dumb. I respect everyone's opinion, but I think it will be a waste of the Imm's time.
Get away from the computer, and try other things, tis mostly what I can say
All in all, it's up to Galnor, and I'll be glad with whatever he decides.
I like the "no who" idea, let's try it!(of course you could narrate hello, and people could respond I'm assuming)
Again, sry for long posts, I am merely trying to state my opinions and try to offer other points of views, not that there's anything wrong with anyone elses
Galnor, what do YOU want to do?
Sorry boys, but it's all up to Galnor, he is the man, he put alot of work into this mud, alot. It's him in an essense, and I love kinslayer.
Trin, you are exactly bloody right. I used to be a wotmuder, and when I came to kinslayer quite some time ago, I loved the pk. Of course, I died like 10x an hour or so but I stuck with it because people returned my shitty eq, I didn't have to do anything but learn how to do the somewhat different kinslayer pk.
Now, alot of people might not be older wotmud players, and they might be brand new spanking newbies.
First off: how the hell are they going to find kinslayer? If I was brand new at mudding, (don't see how that would be, a friend showed me wotmud 7-8 years ago and then I've wanted to kill him since for torturing me with text
Well honestly, I have tried tons of muds in my earlier days and I never could quite mud without the wheel of time feel, so that's my problem.
I don't think Galnor is going to put tons of time into making kinslayer turn into the non-pk mud that it is right now. Changes are coming right now, I'm not sure on what, but I don't think kinslayer is going to change from a pk-mud to the rp/pk or the other types of muds.
Another idea IF that "newb" ever comes across kinslayer trin: we could set up a "newbie guide". Of course this would only be selectable if prefered, so as not to hinder the experience players. I would be glad to help make a newbie thing for newbs(zones/mobs and things to teach different skills and other likes.) Other experienced players could also help create this, as it could just familiarize people with kinslayer, and how kinslayer should be.
I, myself, am not thoroughly interested in all these other "time consuming" waste of time things. I play kinslayer for pk, I do not smob, I don't exp hardly(vurek NEVER broke lvl 45).
I only do these things IF a friend needs help(ie newbie which im glad to help) or a bud needs eq off a smob, but even then I am not thoroughly into fighting mobs.
I think kinslayer was built to be a pk mud, and yes it is alot like wotmud, which, I think was it's intent still, except it wasn't thoroughly time consuming, and it doesn't lag.
I think any addition for "the solo player" is dumb. I respect everyone's opinion, but I think it will be a waste of the Imm's time.
Get away from the computer, and try other things, tis mostly what I can say
All in all, it's up to Galnor, and I'll be glad with whatever he decides.
I like the "no who" idea, let's try it!(of course you could narrate hello, and people could respond I'm assuming)
Again, sry for long posts, I am merely trying to state my opinions and try to offer other points of views, not that there's anything wrong with anyone elses
When I say "check every 10 minutes" I mean check "who" and see if there's any activity, and stay logged on. Maybe run south real quick and check for humans, but that's more like every 20-30 minutes. And, I mean that only if you're going to be on the computer. I'm not saying you should log on Kin, check, log off, go play guitar, come back, check, log off, go to the store... etc.
I like your idea about storage characters being a bannable offense, and raidable personal chests. I've always hated the idea of storage alts, because it keeps equipment out of circulation, and stifles PK. Never kept a storage alt, myself, beyond a yew on a newbie
In my muddled way, I'm trying to express a desire to keep things more or less equal as far as PK goes, between players.
Meaning? I'd just want PK to stay balanced, so one player wouldn't have a massive advantage over another... a good comparison would be the powers that those imm-controlled PCs had. Kison and the like.
If these changes you're suggesting were more for personal use, as opposed to affecting PK, go right ahead- they sound like they'd add a lot of dimension to the game.
It'd just be a bad idea to allow players to improve their stats/skills/practices to the point where they'd dominate PK to an unfair extent. Remember, the point is to have fun.
And... to avoid the risk of being thought a "lost cause" by Trin, yes, I do understand what you're saying
It'd just suck to have some superpowered player running around killing everyone in 5 rounds of melee because he's an insomniac and logs 18 hours of stat- and skill-training every day.
edit: I re-read Vurek's post, because I'd skimmed over it... but I definitely know exactly what you mean about needing that "wotmud feel" to get into a MUD.
Maybe we should do some serious advertising for Kin, get some more players. And maybe someone *peer* should write up a half-decent newbie guide.
And, of course it's Galnor's decision... but he'd probably like to know what his minions are thinking, and we've hashed out some fairly detailed schemes here
I like your idea about storage characters being a bannable offense, and raidable personal chests. I've always hated the idea of storage alts, because it keeps equipment out of circulation, and stifles PK. Never kept a storage alt, myself, beyond a yew on a newbie
In my muddled way, I'm trying to express a desire to keep things more or less equal as far as PK goes, between players.
Meaning? I'd just want PK to stay balanced, so one player wouldn't have a massive advantage over another... a good comparison would be the powers that those imm-controlled PCs had. Kison and the like.
If these changes you're suggesting were more for personal use, as opposed to affecting PK, go right ahead- they sound like they'd add a lot of dimension to the game.
It'd just be a bad idea to allow players to improve their stats/skills/practices to the point where they'd dominate PK to an unfair extent. Remember, the point is to have fun.
And... to avoid the risk of being thought a "lost cause" by Trin, yes, I do understand what you're saying
It'd just suck to have some superpowered player running around killing everyone in 5 rounds of melee because he's an insomniac and logs 18 hours of stat- and skill-training every day.
edit: I re-read Vurek's post, because I'd skimmed over it... but I definitely know exactly what you mean about needing that "wotmud feel" to get into a MUD.
Maybe we should do some serious advertising for Kin, get some more players. And maybe someone *peer* should write up a half-decent newbie guide.
And, of course it's Galnor's decision... but he'd probably like to know what his minions are thinking, and we've hashed out some fairly detailed schemes here
when did i ever say to effect a player? this would not hinder pk at all i'm not saying someone can go around with a patty bash balefiring people.t'd just be a bad idea to allow players to improve their stats/skills/practices to the point where they'd dominate PK to an unfair extent.
let me put some ideas out there from my time away from kinslayer checking out other muds
1) the raidable house idea. *can be raidable but not a ctf because maybe make rents in houses. this doesn't hinder pk at all except if they sit in it and its raidable so you can just hit em if you want. its their choice to pk or not.
2) blacksmith/tailor/mine/etc. etc. etc. are cool ideas. it wouldn't hinder pk because you could make eq thats better than this by smobbing. this is just for the lazy son of a female dog. and you could have 'craft practices' depending on channeler, warrior, ranger, or rogue you get so many a level. the better you can craft the better it is.
3) i was playing this one mud. legend mud. i whoised someone and got spammed with a bunch of stuff. pretty much they have it in place where you do a quest it gets put on your whois. its like a huge title. Trin the warrior has killed a rabid dog, saved the king from a nasty pig, helped the old lady with picking blueberries. you can get small amounts of gold maybe a piece of equipment. etc. etc. etc.
4) politics and economy. the only reason i don't like achaea is the combat system.(and the northwest, northeast, southeast, southwest directions but won't go into that). seriously they have an AWESOME setup with politics. i really do like it. we could have like a mayor of fal dara and stuff. not to take the place of agelmar or morgase/elaine or the amyrlin. just that is like right below them that you don't hear about in the books because they aren't important(not that the book really cares about spitting non-important characters out by the dozen)
I really like the raidable house / personal chest ideas, coupled with eliminating storage alts. It sounds like it has a lot of potential to improve things.
I've always loved the idea of making your own equipment, too... used to play a SWR MUD where that's all I did- ran a big engineering corporation and made expensive gear for suckers
So I agree that it'd be an awesome addition. Maybe even custom names?
I've always loved the idea of making your own equipment, too... used to play a SWR MUD where that's all I did- ran a big engineering corporation and made expensive gear for suckers
So I agree that it'd be an awesome addition. Maybe even custom names?
