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-   -   General Survey Questions about your MUD (http://www.topmudsites.com/forums/showthread.php?t=6917)

ww_crimson 12-27-2012 12:45 PM

General Survey Questions about your MUD
 
Looking to get some collective info on how things are on other MUDs.. any general feedback is useful

1) Do you allow multiplay
2) Do you allow botting
3) Do you have rules against discussing certain content (like how a quest will unravel, or how to run certain EQ, remorts, etc.)
4) Do you consider your MUD to be hard? (Do newbies generally die a lot?)
5) Is it hard for a new player to develop their character to be as powerful as long time players?
6) If you offer optional PKill, do PKillers get any benefits over non PKillers?
7) Is there much down time on your MUD between fights? (If your MUD is a combat-heavy MUD)
8) Does your MUD rely on level, equipment, special items, or other to make a character powerful? Is it primarily based on skill?



1) Do you allow multiplay - NO
2) Do you allow botting - NO
3) Do you have rules against discussing certain content (like how a quest will unravel, or how to run certain EQ, remorts, etc.) - Yes. We don't allow instructions on how to complete remort to be shared
4) Do you consider your MUD to be hard? (Do newbies generally die a lot?) - I'd say no, not necessarily
5) Is it hard for a new player to develop their character to be as powerful as long time players? - To some extent, yes. There is a bit of a grind
6) If you offer optional PKill, do PKillers get any benefits over non PKillers? - PKillers earn 10% more EXP
7) Is there much down time on your MUD between fights? (If your MUD is a combat-heavy MUD) - When fighting solo, generally yes. In groups, not so much.
8) Does your MUD rely on level, equipment, special items, or other to make a character powerful? Is it primarily based on skill? - Yes

KaVir 12-27-2012 05:41 PM

Re: General Survey Questions about your MUD
 
There are no rules, but multiplaying is restricted by code.

There are no rules, but botting is discouraged by code.

There are no rules, and I strive to make the game mechanics as transparent as possible, although I do also encourage players to try and solve certain quests themselves if they can (but they don't have to).

The combat system is quite complex and there are some challenging foes to overcome, but overall I wouldn't consider the mud particularly hard (and death has very little impact). However it is significantly different to most other muds, so veteran players might consider it "hard" on the basis that their experience from other muds has little value.

Not hard, but it takes time. However player skill is very important, and the long-term players tend to be much more skilled than newbies, so even with two equally powerful characters the more skilfull player will win most of the time.

PK isn't optional.

No, players typically heal very quickly. You can also transport yourself to your home plane (which takes approximately 30 seconds) and fully restore yourself. If killed, you're sent back to your home plane and can once again restore yourself. There's no sitting around resting or sleeping between battles, although you might wait a few seconds to regrow a lost limb before continuing.

Raw character power is based primarily on your stats (these determine the limit on your powers, talents and skills, as well as how much magical gear you can use). Some builds use a lot of equipment, some use a small amount, some use none at all. However a skilled player can defeat a significantly more powerful foe.

ww_crimson 12-28-2012 11:16 AM

Re: General Survey Questions about your MUD
 
Thanks for the replies so far. This is the exact kind of info I was looking for. Been trying to decide on a few changes and I wanted to make sure I wasn't totally off my rocker :)

Tristan1992 12-28-2012 11:39 AM

Re: General Survey Questions about your MUD
 
1) No
2) No
3) Yes (quests)
4) Yes/No (depends on how adventurous the newbie is, if they stay in safe newbie areas)
5) No
6) No
7) No
8) Yes

Oh that's for GateWay MUD.

dentin 12-28-2012 12:29 PM

Re: General Survey Questions about your MUD
 
1) Multiplaying - no

2) Botting - yes, with extra rules

3) Discussing content - no rules against it

4) Hard mud - no. Easy for newbies, harder at high levels

5) Hard for new players to obtain the same power level as old players - yes. Fifteen years of leveling can't be done overnight

6) Pkillers get nothing extra

7) It's possible to run combat efficiently with little downtime, but most people don't or prefer to do other things instead

8) Level, equipment, stats, learned spells/skills, and actual player skill all contribute to the power of characters

-dentin

Alter Aeon MUD

Dovolente 12-28-2012 06:37 PM

Re: General Survey Questions about your MUD
 
1) Do you allow multiplay - NO
2) Do you allow botting - NO
3) Do you have rules against discussing certain content (like how a quest will unravel, or how to run certain EQ, remorts, etc.) - YES - We discourage OOC sharing of explicit quest solution details and info about current conflicts/intrigues/relationships/etc in the game.
4) Do you consider your MUD to be hard? (Do newbies generally die a lot?) - YES. Chars are allowed a high number of max deaths, but death gives only temporary stats decrease and the possibility of eq being looted from one's corpse.
5) Is it hard for a new player to develop their character to be as powerful as long time players? - NOT HARD - But the speed of development will probably be slower, and the skill to handle the character to maximize its power, less.
6) If you offer optional PKill, do PKillers get any benefits over non PKillers? NO BENEFITS
7) Is there much down time on your MUD between fights? (If your MUD is a combat-heavy MUD) - PvP USUALLY YES. PvE, LITTLE
8) Does your MUD rely on level, equipment, special items, or other to make a character powerful? Is it primarily based on skill? LEVEL, SKILL and EQ - in that order.

Will 12-31-2012 11:56 AM

Re: General Survey Questions about your MUD
 
We are in dev, but...

NO.

We have no rule against it, but we discourage the practice and code accordingly. It's almost impossible to legislate out of the game, so I'd rather reduce the benefit of unattended scripting and make live play more attractive.

Yes, but it's going to happen, rules or not. You can build a lot of automated content with individual solutions, though, to alleviate some of that.

Depends on the newb, but we're building for extreme friendliness to new players.

We are building a giant toolbox of emergent abilities and resources where all skills are relevant and there are attainable checks and balances to everything. Skill potency scales vertically in the beginning and then flattens and branches out. The goal is an environment where new characters can learn their trades quickly, where veterans have flexible arrays of tools in their arsenals, and where player knowledge, experience and ability mean as much as character skill.

PvP is an outgrowth of roleplay, not a mechanical option.

See #6. PvE is an option at any time.

Any combination, though level is more of a mechanical marker and doesn't determine what equipment you use or which abilities you learn. Skilled characters can create equipment and items or attain valuable resources, so it becomes a matter of choosing what you want, allocating your time and building the character you envision.

swampdog 01-04-2013 01:07 PM

Re: General Survey Questions about your MUD
 


1. Multiplaying is allowed. Players can freely view who's playing who with the ALTS command.
2. Yes. Scripting, triggers, aliases, etc are all features of MUD clients and barring their use is counter productive to my mind.
3. No. I've never enjoyed spoiler rules as a player.
4. Yes, it can be quite hard due to the random nature or other players.
5. No - items and stats are easy to increase for new players.
6. PvP is global and open.
7. Downtime might be a minute or two after exhausting your combat dice. Items and drugs are available to increase regeneration.
8. Wayfar relies on skillpoints (easily gained) and gear (easily gained, although top quality takes more effort). Players can allocate their skillpoints to different skills in order to build varying characters. Characters with comparable skillpoints will be fairly comparable in power.


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