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Old 04-02-2003, 05:41 PM   #1
Valg
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Talking

I will forego explaining all of the basics.  Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for nine years.

Some highlights that should be important to players thinking about trying another MUD:

- We're dynamic and hungry.  In the last two weeks, we've added 7 new skills and spells, a new town full of artisans and poets, and completely reworked the personalities of our array of conjured demons.  (Note: None of our conjured NPCs are just stock 'pets' with new names.  They act independently, and don't respond to orders.  They grow more effective as you keep them pleased, and may turn on you if you try to coax them into doing things they aren't comfortable with.)  We've run a small pile of quests ranging from the small (Scions of Eternal Night corrupting some natural terrain so they can better defend it) to large (priests of Nazmorghul beings repulsed in their bid to destroy the elven city of Darsylon).

- We’re a roleplaying MUD.  The only OOC channel in the game is used for answering questions for new players at the lowest of levels.  After that, everything is designed to be immersive and In Character- no distracting chatter about politics or celebrities.  We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards.  A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions.  And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD.  Not only do we feature a huge array of abilities, but each class plays in a unique manner.  That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild.  And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day.  New players always ask what is the "best" character to play.  Old players know there is no answer.

- We have a veteran playerbase.  Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon.  Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff.  Professional treatment.  Swift and just enforcement of our rules.  Fast attention to bugs.  Constant development.  Top-notch original areas.  Piles of easily indexed helpfiles.  Detailed, epic quests rooted deep in our world's history.

- We are 100% free.  No 30-day trials.  No varying levels of service- we value every rule-abiding player.  No gear for dollars.  No hidden fees.  We won't bribe or force you to vote for us on Top Mud Sites.  Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough.  Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything."  Tough as in our areas and rules encourage fierce competition.  Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands.  Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets.  Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas.  Tough as in we show cheaters the door.  Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet.  Tough as in two seconds to think is often one more than you had.

- We welcome new players.  We have a specific newbie channel for helping you learn the ropes, and a custom Academy area with dozens of small quests to help teach you the game.  1400+ help files and a staff that knows exactly which one to point you to when you're having trouble.  A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles.  You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from.  If it was easy, it'd be boring, you know.

Questions?  Check out our website at today.  Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.
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Old 04-09-2003, 04:25 AM   #2
Valg
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So, you say: "Sure.  But what has Carrion Fields done for me lately?"

Well, two more areas have been added in the week since the ad was written, rounding out our collection of over 200 areas, large and small, all written for Carrion Fields.  Add to that the usual array of quests and tweaks, along with dozens of new or expanded helpfiles, and you'll see how our staff works their booty off.  Tired of static humdrum?  Check us out!
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Old 05-12-2003, 05:38 AM   #3
Valg
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And there's more! There's always more.

- The Blade, Dark, Divine, and Shadow sects of the Empire have risen from their former Palace's ashes, resulting in another cabal option for players. With multiple echelons of power, political maneuvering for the throne, and the wide range of powers granted by keeping the Imperial Codex safe within their ranks, the Empire provides a host of opportunities for players.

- Transmutation has been expanded with new spells. Now, a lot of games will slap a new message on Fireball and call it a day, but that's not our style. Transmuters deal with the (willing or otherwise) alteration of living bodies, and Accelerate, Augment Toxins, Buoyancy, Desensitize, and Petrify Flesh provide original angles on this that you won't find anywhere else. Damage resistance you might want to cast on an enemy? Speeding up an enemy's reflexes? Making them pay in spades for being, er, drunk? It's all in there.

- Expanded, deeper racial helpfiles for several of our races. Background, typical speech patterns, and more all described in detail. Style matters.

Want to know more? It's all at
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