DOH.
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I like MUDs where I can build rooms. I know nothing about codes and only an intermediate level of web sites. I understand real well the concepts of building. Also, I can express myself throught the areas and rooms I build. I also try and make my rooms look very interesting. I'm always trying to find ways to make mobs the most interactive thing, even better than the players.
-Enzo |
The thing that attracts me to a MUD is the willingness to work and to accomodate new immortals and ultimately, new players. Other things can be worked on, the aforementioned however, cannot.
My two cents, -Thirishri |
I like muds that have new features that are more than just eye-candy, but well thought out and creative additions which really enhance gameplay. Stock muds are a turn-off.
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Nifty features that make it easier for me to build, such as being able to search on a room number, are pretty high up on the list for me, but so is being able to do interesting things.
The coolest system I ever built on had the ability to add descriptions that would only be displayed under certain conditions, ranging from time of year, to moon-phase, to whether or not the player had specific spells on her or was carrying a particular item. It meant building was a lot of work, but the end product was well worth it. |
The players a game attracts.
I don't want to build for a game that brings in hack/slash or pkers who never bother to even once read the room descriptions. Building somewhere you know your work will be noticed is far more worthwhile than building in a place where the main interest of the players is finding the rooms to hide out in, rooms with good things to kill, or rooms with nifty powerful objects. |
Go custom or go home. (Code and Data, from scratch, no mod's)
Aldyn, Creator and Founder of Aeledius |
Playerbase is a vital requirement for me. I'm not a fan of tiny muds. I also get turned off by over-complicated systems- I like to leap in and start killing things as soon as possible. Although a good dose of roleplay is nice.
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