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Old 03-16-2013, 09:26 PM   #1
Wroat
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LFM with an Intuitive Combat System

I'm looking for something more than just "attack ," but something where you have to employ the skills, spells, and abilities you learn to actually win. Anyone have any suggestions?
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Old 03-16-2013, 10:42 PM   #2
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Re: LFM with an Intuitive Combat System

Well, UL has interesting combat. Physically, you either attack an opponent without aiming, and hit a random damage location, or target a location for a higher difficulty to hit. The upside to hitting the same limb multiple times is a severely damaged limb causes more bleeding and direct damage to vitality when hit. A damaged location will bleed, until enough time passes for it to clot. If a location is maimed or mutilated (Broken or Destroyed) it will bleed faster and won't stop.

Direct Physical skills are somewhat few, but each mercenary is a combination of 2 out of 4 possible specializations. They also have very useful passives that improve combat in general. One specialization has an anti-magic shell that protects against spells, while the rest can throw off harmful curses with a command.

Magic varies greatly from profession to profession, going from direct elemental damage, to damage over time, to giving opponents your wounds (A personal favorite).
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Old 03-17-2013, 12:17 AM   #3
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Re: LFM with an Intuitive Combat System

Quote:
Originally Posted by Ghostcat View Post
Well, UL has interesting combat. Physically, you either attack an opponent without aiming, and hit a random damage location, or target a location for a higher difficulty to hit. The upside to hitting the same limb multiple times is a severely damaged limb causes more bleeding and direct damage to vitality when hit. A damaged location will bleed, until enough time passes for it to clot. If a location is maimed or mutilated (Broken or Destroyed) it will bleed faster and won't stop.

Direct Physical skills are somewhat few, but each mercenary is a combination of 2 out of 4 possible specializations. They also have very useful passives that improve combat in general. One specialization has an anti-magic shell that protects against spells, while the rest can throw off harmful curses with a command.

Magic varies greatly from profession to profession, going from direct elemental damage, to damage over time, to giving opponents your wounds (A personal favorite).
Thanks for the recommendation. I'll check it out.
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Old 03-17-2013, 03:04 AM   #4
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Re: LFM with an Intuitive Combat System

RetroMUD, BatMUD, and ZombieMUD are examples of games which rely heavily on class skills and spells, based on the paths you choose for your character.

Games with the same old kick and dirt throwing skills are a dime a dozen, and I feel like the skillsets are uninspired.

I don't think I've ever tried UL, but I might. The game I'm playing now (SG) is wearing thin really fast.
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Old 03-18-2013, 09:39 PM   #5
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Re: LFM with an Intuitive Combat System

I feel obligated to mention that UL is roleplay enforced, and not a PVP mud.
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Old 03-21-2013, 01:04 AM   #6
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Re: LFM with an Intuitive Combat System

I tried applying for Unwritten Legends yesterday and haven't got a response yet. How long does it usually take?

Edit: I tried UL tonight and was disappointed.

Last edited by dark acacia : 03-21-2013 at 10:26 PM.
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Old 03-22-2013, 01:43 AM   #7
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Re: LFM with an Intuitive Combat System

What were your main issues with the game?
There's a lot to learn before you can really get rolling, but we're happy to help new people.
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Old 03-22-2013, 12:31 PM   #8
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Re: LFM with an Intuitive Combat System

After going through a chargen process with little explanation of what things were, and navigating through the help file system until I could figure out the proper name of the help channel so I could use it, and then reading through walls of text to learn how to do basic game things, I wandered around trying to find a tour guide, and promptly got myself killed.
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Old 03-24-2013, 03:41 PM   #9
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Re: LFM with an Intuitive Combat System

Quote:
Originally Posted by dark acacia View Post
After going through a chargen process with little explanation of what things were, and navigating through the help file system until I could figure out the proper name of the help channel so I could use it, and then reading through walls of text to learn how to do basic game things, I wandered around trying to find a tour guide, and promptly got myself killed.
No kidding. I've been holding my tongue about that game, but in addition to the fact that there isn't the slightest clue given to you about how to get started or what you're supposed to do be even remotely successful at the game, or even basic commands, I wasted over an hour bumming around the starting city, because we all know that simple cardinal directions are outdated, and unique roleplaying muds are set apart by making you type "go gray stairs" and "go blue archway" every time you want to enter that inn across the street, granted the gray stairs and blue archway go to the same place even though there's nothing in the room description that would indicate that these two seemingly unique exits represent the same doorway to the same inn that could have just been "north" like any other mud. Oh yeah, and let's stuff every single room in the starting town with ten exits like those two that require you to type a descriptive phrase to move one room. And even though only six people play, it's a great idea to give all twelve races 6 or 7 subraces each. And turn the normal stats everyone is used to into twice as many stats with no explanation what each is good for. Because the best way to set apart a great mud from the mainstream muds is to rename everything, make twice as much of everyhing, and make the gameplay completely unrecognizable to a normal mudder.
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Old 03-25-2013, 11:17 PM   #10
dark acacia
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Re: LFM with an Intuitive Combat System

get arrow
shoot <target>
*wait 6 seconds*
get arrow
shoot <target>
*wait 6 seconds*
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Old 03-27-2013, 11:31 AM   #11
Ghostcat
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Re: LFM with an Intuitive Combat System

Quote:
Originally Posted by SnowTroll View Post
No kidding. I've been holding my tongue about that game, but in addition to the fact that there isn't the slightest clue given to you about how to get started or what you're supposed to do be even remotely successful at the game, or even basic commands, I wasted over an hour bumming around the starting city, because we all know that simple cardinal directions are outdated, and unique roleplaying muds are set apart by making you type "go gray stairs" and "go blue archway" every time you want to enter that inn across the street, granted the gray stairs and blue archway go to the same place even though there's nothing in the room description that would indicate that these two seemingly unique exits represent the same doorway to the same inn that could have just been "north" like any other mud. Oh yeah, and let's stuff every single room in the starting town with ten exits like those two that require you to type a descriptive phrase to move one room. And even though only six people play, it's a great idea to give all twelve races 6 or 7 subraces each. And turn the normal stats everyone is used to into twice as many stats with no explanation what each is good for. Because the best way to set apart a great mud from the mainstream muds is to rename everything, make twice as much of everyhing, and make the gameplay completely unrecognizable to a normal mudder.
The website is full of useful information, including maps of the whole game, commands, how to be successful, descriptions of all the subraces, and explanations of the stats.
Duplicate exits have been hidden, now.

Quote:
Originally Posted by dark acacia View Post
get arrow
shoot <target>
*wait 6 seconds*
get arrow
shoot <target>
*wait 6 seconds*
You picked one of the most underdeveloped professions, which should be expanded upon when it gets up in the queue.
Also, you chose not to shoot at limbs or anything?

Here's Auchtor on the future plans for rangers:

Quote:
Originally Posted by Auchtor
Right now we're planning on adding in a familiar-based ability set and a physical-based ability set, both non-magical, and then another tag that counts as an entire ability set that further modifies the two prior ones. Depending on how the profession feels at that time, we may add in another spell school. For a VERY VERY rough idea of what we're kicking around:

Animals - All abilities are based off of familiars and used by them, usually depending on the Wilder's Animals + Wisdom as the offensive component. Familiars use their owner's stats and skills to determine successes and failures.
  • Engage: Engages an opponent and sticks to it, hindering the opponent's ability to run away/follow/etc. This does not take any roundtime.
  • Harass: Harasses an opponent, giving it roundtime if successful. (vs Tactics + Reasoning)
  • Harry: Harries an opponent, giving it a temporary penalty to defense if successful. (vs Tactics + Reasoning). Requires that the animal be engaging the target.
  • Scout: Allows the Martial Wilder to briefly see through the eyes of its familiar. This would be used to allow a Martial Wilder to actually scout an area while commanding the familiar to move around.
  • Search: The familiar searches the area, revealing hidden things to the Wilder. The real bonus from this is that it uses the Wilder's Animals and Wisdom, as well as allowing it to be done at range.
  • Hide: The familiar hides in the room, using the wilder's Animals + Wisdom as its difficulty.
Animals Boosted - Abilities that get added/improved if one chooses to specialize with familiars.
  • Ravage: The animal ravages an opponent that it is engaged with, turning a maimed limb into a mutilated one and doubling any bleeding (no vit damage).
  • Harass also gains a secondary effect, allowing a trip and stun (vs Conditioning + Endurance).
  • Harry causes an additional penalty to its target's offense.
  • Spy: Allows the wilder to spy on the room that the familiar is in, receiving all sensory information the familiar receives.
  • Distract: Allows the familiar to distract an opponent, giving it a massive penalty to observation if successful. Particularly useful for setting up out-of-room stealthing.
Physical
  • Snipe - The Martial Wilder attacks from hiding with a ranged weapon, potentially causing a nastily-long stun.
  • Aim - Allows the Wilder to take aim, adding on roundtime in order to be more likely to hit. It's worth noting that this one is the most likely to go as Wilders already have an accuracy-boosting ability.
  • Herblore - Adds additional healing alchemical capabilities to the martial wilder's repoirtoire (the most notable being a dispelling draught).
  • Toxicology - The Martial wilder gains the ability to make poisons which can then be applied to weapons and arrows.
  • Trailblazing - A higher-level ability (not 1-15). Creates a semi-magical trail between one natural location and another. This trail persists and any other individual with trailblazing can use it. Using the ability the first time sets the first end. The distance is limited by the wilder's outdoorsman skill. The trail can be removed at either end in order to make a different one.
Physical Boost - Needs thoughts.
  • Snipe receives a damage bonus on top of the stun. Ouch.
  • Aim - Aim ticks up passively instead of taking roundtime, allowing the wilder to shoot when it chooses to.

Last edited by Ghostcat : 03-27-2013 at 11:37 AM.
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Old 03-29-2013, 10:42 PM   #12
dark acacia
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Re: LFM with an Intuitive Combat System

Quote:
Originally Posted by Ghostcat View Post

Also, you chose not to shoot at limbs or anything?
Correction:

get arrow
shoot <target>'s <bodypart>
*wait 6 seconds*
get arrow
shoot <target>'s <bodypart>
*wait 6 seconds*
...
skin corpse
*wait 3 seconds*
put pelt in <container>
search corpse
put chest in <container>
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Old 03-30-2013, 11:02 AM   #13
plamzi
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Re: LFM with an Intuitive Combat System

Quote:
Originally Posted by Wroat View Post
I'm looking for something more than just "attack ," but something where you have to employ the skills, spells, and abilities you learn to actually win. Anyone have any suggestions?
Try us.

Our combat has always required using your entire arsenal, but over the past 2 years, we did a lot to make it even more fun. We have ranged combat (where your targets will be hunting you down), skills that earn combo points to be used towards more powerful skills, strong synergies between the skills of certain classes, NPC-race-based after-effects that reward changing your strategies to fit the opponent, hero powers during the end game, and many other tricks up our sleeve.

We've also made countless usability improvements to make sure each typed letter counts.

We're intelligent hack and slash, with limited PvP. No RP at all.
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