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Old 06-27-2005, 09:49 PM   #21
Daedroth
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Wha? You mean achaea wont have guilds soon? That almost makes me want to check it out again...
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Old 06-27-2005, 10:02 PM   #22
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Well, guilds no longer really have control over when you gain class or whether you keep it or not, so whether they exist or not isn't germane to your earlier complaint. Guilds are currently being offered the opportunity to switch to being Houses (a much more flexible organizational structure that will play a big part in city politics). About half have switched so far. I'd be surprised if they don't all eventually switch as there is no advantage in remaining a guild anymore.

--matt
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Old 06-28-2005, 01:07 AM   #23
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That's interesting.  I'll have to keep up on the progress and try it out when the guilds are gone.  If they get phased out, I'll probably give Achaea another chance, though there are still many things I didn't like about it. If all the things I don't like get phased out, and all the things I do like stay in, it's liable to be a pretty good MUD. Though I don't like the pay-to-advance system like I said in another topic, I do like the MUD interface that Achaea uses, it's a lot easier than the built in interfaces for other MUDs.
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Old 06-29-2005, 12:36 AM   #24
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Yeah, then I wont even bother
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Old 06-29-2005, 01:19 AM   #25
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I didn't understand you perfectly, logos. But you sounded like you just changed the word "guild" to "house."
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Old 06-29-2005, 02:32 AM   #26
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Well, insofar as all organizations of people are organizations of people, they're the same. But, two of the most important aspects of guilds - that they controlled access to classes and that only a single class was allowed per guild - have been removed. Houses allow multiple classes within, have a more flexible leadership structure, and soon will have direct influence over city governments. They'll also be working on establishing House icons (if they wish) that grant various benefits to House members, and will provide for player vs. player conflict insofar as the Icons are attackable by other players.

--matt
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Old 06-29-2005, 04:31 AM   #27
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Check this mud out. It's fresh on the market for players!

Honest opinions..
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Old 06-29-2005, 09:25 PM   #28
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I posted this before, but I guess it didn't go through. So here;s the short verison. I think Accursed Lands and Lusternia fill your requirements. Now, I've been away from AL for some time and I'm just nosing around Lusternia now.

1. Everything saves, to my knowledge, on both games.

2. Like I'll say later in the post, AL's totally IC. You figure allmost every trade or the mechanics out by trial and error, yesearching IG or RP. I'll say 75% of all the stuff I did look for ( like skill lists, maps and such) were out in the open in Lusternia. There's still stuff to figure out by yourself, though.

3. AL is skill based, I think. So go through your daily life of hunting/crafting/etc and you will learn your trade. Lusternia has a Influence system, quests, etc.

4. AL has lots of secret places and such to explore. Lusternia had explorer rankings and lots of nicks and cranny's to explore too.

4a. Crafting skills? AL, check. Lusternia, check.

4b-c Both have herbalism. AL's is a secret and if I remember right, figuring out the herbal and alchemy system is like a mini-quest. Find that out and you will find yourself in a great position. If you're like me, this will interest you.

5. Last I checked, AL was still growing. But whenI played, they changed the starting city. So that all newbies start in the same common city, rather than their hometowns.

6. AL, I don't know. Lusternia, I guess so.

7.I can't really comment on either's storyline.
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Old 06-29-2005, 09:47 PM   #29
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So how is the class system going to be worked out now?
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