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Old 11-08-2012, 07:09 AM   #1
KaVir
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What God Wars II doesn't have...

Most promotions include a list of cool features that the mud offers. To break up the monotony, I thought I'd instead list some common mud features that God Wars II doesn't have.
  • No doors. There are locks, but no keys. The "open" command is only used for opening your eyes (or visor, if your helmet has one).
  • No rooms. There are areas though, and buildings, and worlds. In fact, everyone has their own world.
  • No drinking. You can eat, but you never get hungry.
  • No containers. Players can conjure private storage buildings, but there are no bags or backpacks.
  • No races. At least not as a separate mechanic; some of the classes are technically also races (such as dragons and titans).
  • No multiclassing. Although there are over 300 subclasses, some of which are thematically class hybrids (such as dracoliches).
  • No newbie school. There are hints, a "what" command, even an autohelp that answers questions, but no newbie school.
  • No snoop or wizinvis. Never needed them. There's a slay command, but everyone gets that.
  • No option for writing your own description. The mud automatically generates all the player descriptions on the fly.
  • No save command. You can create a "save" alias that displays "Ok." if you like, though.
  • No concept of light and dark. There are torches, but they're mostly used as improvised weapons for burning down buildings.
  • No gender selection during character creation (unless you choose custom creation). The mud guesses your gender.
  • No "wait state" delay after entering commands. Not all commands have instant results, but there's no simulated lag.
  • No final decisions. Aside from your name (and class, when you later choose one), you can respec your character freely.
God Wars II doesn't appeal to everyone. It has no rules, no roleplaying, and certainly no lack of brutal violence. But some people just won't take no for an answer.

godwars2.org 3000
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Old 11-08-2012, 11:54 AM   #2
Delerak
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Re: What God Wars II doesn't have...

An oldie but a goodie. Maybe I'll do another one to showcase all the new features.

God Wars 2 - An Introduction by Delerak on Vimeo
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Old 11-08-2012, 02:57 PM   #3
Leech
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Re: What God Wars II doesn't have...

I'd stamp this with best advertisement. I'm a hardcore roleplayer, but this still has me itching to try Godwars >.>
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Old 03-05-2013, 08:02 AM   #4
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Re: What God Wars II doesn't have...

Have I mentioned that I love Godwars 2? Well I do. I've played on and off for a while, though mostly off, I admit. It was something I figured I could get into more casually, but the grind ends up killing my interest off.

Anyway, is the game still being developed? I see fantastic potential, but it just seems quite incomplete still. I can't seem to find any place to discuss it either, since as far as I can tell the forums are pretty much dead. Or I'm just missing something.
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Old 03-05-2013, 09:37 AM   #5
KaVir
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Re: What God Wars II doesn't have...

Quote:
Originally Posted by Hadoryu View Post
Have I mentioned that I love Godwars 2? Well I do. I've played on and off for a while, though mostly off, I admit. It was something I figured I could get into more casually, but the grind ends up killing my interest off.

Anyway, is the game still being developed? I see fantastic potential, but it just seems quite incomplete still. I can't seem to find any place to discuss it either, since as far as I can tell the forums are pretty much dead. Or I'm just missing something.
Grind is still a problem, although it used to be a lot worse before I added boosts, maps, tasks, events, etc.

There's been no development on the mud for the last two months, other than some minor bug fixes, as I've busy developing some web-based tools for a tabletop RPG. It's been a learning experience, and I plan to use the same technique to develop some content creation tools for the mud - I reckon that would be a great way to reduce the grind, if everyone could create and submit their own tasks. The content would still need to be manually reviewed, but there could be rewards for submissions, as well as the normal rewards for completing it.

There are still features that need work, but the game itself should be fully playable. What parts did you feel were incomplete?
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Old 03-05-2013, 12:00 PM   #6
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Re: What God Wars II doesn't have...

Not incomplete in the sense that it doesn't functionally work.

Rather, it seems like an amazing functionality basis that's just lacking the built-on content. There are no objectives beyond 1v1 PvP, which requires getting to max age to really make the most of. I forget, but I think I managed to get to 320 at most before I found myself completely losing interest in the grind.

There just seems like there could be sooooooo much done with the existing mechanics already. Building castles, safeguarding treasures, raids and defense, group battles (I mean how amazing would class combos be? and area spells that actually hit multiple enemies?) What about taking down bosses in groups or playing with things like artillery, massive-range tactical strikes, spying, terrain destruction/formation and a plethora of amazing things that the mechanics could allow?

The functionality of the MUD is amazing, it's a beauty to behold and it's ridiculously fun to play with, but so far it seems to come down to just killing the same NPCs over and over for me, when it could be the basis for some really mind-blowing and truly unique to MUDs content.
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