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This is a discussion on "Moneyless MUD" in the Top Mud Sites Newbie Help forum : Hello there. I came up with an idea for an MMO with these distinguishing features: It would be set in a peaceful world that has recently started to see attacks from various monsters. There would be a training-based skills system in which players learn combat, magic, medicine, thievery and a variety of crafts such as cooking, gardening and making clothes and other products. But there would be no monetary economy. The players would be organised into a number of communities and would combine their skills to defeat the non-playable (i.e. A.I.) monsters and would not fight ... |
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#1 |
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New Member
Join Date: Sep 2008
Posts: 5
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Moneyless MUD
Hello there. I came up with an idea for an MMO with these distinguishing features:
It would be set in a peaceful world that has recently started to see attacks from various monsters. There would be a training-based skills system in which players learn combat, magic, medicine, thievery and a variety of crafts such as cooking, gardening and making clothes and other products. But there would be no monetary economy. The players would be organised into a number of communities and would combine their skills to defeat the non-playable (i.e. A.I.) monsters and would not fight each other (except perhaps for training purposes). You'd either have to get a band of people together to go and face the invading monsters, or they'd launch surprise attacks on a community. I do have more detailed thoughts about what it might look like - such as being able to see who taught whom their skills, and the ability to die and be reborn with your skills intact - but that's the essence of it. Realising that a full-blown graphical MMO of this may never happen, I thought maybe it would be worth looking into MUDs, but I don't have much experience with either playing or making them. So the questions are: Are there any MUDs out there that have some or all of these ideas implemented? (Yes, I have done some research on my own already, but I feel that this is a rather specific query.) And if I were to brave making one myself (which is looking quite unlikely at the moment), are there any systems that spring to mind that could be suitable? |
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#2 | |
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Member
Join Date: Feb 2006
Location: Seattle
Posts: 194
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Re: Moneyless MUD
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For the economy I'm guessing you would have players get free equipment to start and then only collect mob drops? It seems inevitable that a monetary economy of some kind will eventually develop. |
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#3 | ||
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New Member
Join Date: Sep 2008
Posts: 5
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Re: Moneyless MUD
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You mean knowledge would become the currency? It's possible, but I wouldn't enforce or concretise it. OK, now let me tell you that I started thinking about this stuff while looking at a game of The Sims. And I thought - I'd find the game more fun if it were set in a fantasy world. As such, another feature of the game might be the implementation of what they call 'needs'. As well as things like HP and MP you'd have the Sims-like things of hunger, bladder, energy and comfort, so that you'd have to build eating, sleeping and resting into your activities. I didn't think these things were necessary parts of the game, which is why I didn't mention them before. I'm still not sure how worthwhile it'd be. Thanks for the reply. |
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#4 | ||||
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Member
Join Date: Feb 2006
Location: Seattle
Posts: 194
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Re: Moneyless MUD
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It wouldn't be worthwhile without careful design. Stock eating and drinking is one of the most annoying things you can do in a mud. |
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#5 | |
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Member
Join Date: Sep 2004
Posts: 156
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Re: Moneyless MUD
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Portsmouth is still under attack with annoying frequency. The pirates are literally taking over! |
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#6 | ||||
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New Member
Join Date: Sep 2008
Posts: 5
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Re: Moneyless MUD
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#7 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 684
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Re: Moneyless MUD
Even though as other's have stated there are several MUD's that do have the features you seek. (Personal example is NW where the entire storyline is based around several invading forces that players combine to battle against), however your concept and ideas would be yours and your world would be your creation so perhaps there is merit in what you do.
Before you go further though, I suggest looking at this link: I want to make a mud, Can anyone help me with tips It is a discussion on building a MUD. |
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#8 | ||
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New Member
Join Date: Sep 2008
Posts: 5
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Re: Moneyless MUD
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For healing potions, I think the most logical thing to do is for someone with the know-how to make a big batch of healing potion in the laboratory, take what they want and then let people help themselves from the rest. When it runs out, someone makes a new batch; if they need the skills, they learn them. Quote:
I think the best next step is for me to join an existing MUD. I'll scout around for one. It would need to have crafts (i.e. the ability to make products from scratch), and preferably not be set in a stereotypical medieval world, but I won't be too picky on that. |
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