Shorlen2006-07-21 00:35:54
I'm honestly sick of all the nerfing and downplaying of conflict in Lusternia. Can someone suggest to me other roleplaying MUDs I can try out that are centralized around conflict, and have descent combat systems? I'd like to have options should this become more of a kiddie game than it has already become. Having Admins who don't believe in taking things one step at a time and instead jump from one extreme to another seriously bothers me.
Perferably ones that don't require OOC cash, of which I have none
Perferably ones that don't require OOC cash, of which I have none
Daganev2006-07-21 00:45:50
QUOTE(Shorlen @ Jul 20 2006, 05:35 PM) 309733
I'm honestly sick of all the nerfing and downplaying of conflict in Lusternia. Can someone suggest to me other roleplaying MUDs I can try out that are centralized around conflict, and have descent combat systems? I'd like to have options should this become more of a kiddie game than it has already become. Having Admins who don't believe in taking things one step at a time and instead jump from one extreme to another seriously bothers me.
Perferably ones that don't require OOC cash, of which I have none
Guild Wars.
Diamondais2006-07-21 00:48:44
You have to buy it.
Wish I knew of one Shorlen, Im sad to see you want to leave but I understand the frustration.
Wish I knew of one Shorlen, Im sad to see you want to leave but I understand the frustration.
Soll2006-07-21 00:49:06
This needs moving to 'The Real World'. It seems like a bit of a nasty jab having this topic in the Lusternian section.
Other than that, please don't go.
Other than that, please don't go.
Unknown2006-07-21 00:50:04
QUOTE(Shorlen @ Jul 20 2006, 08:35 PM) 309733
Perferably ones that don't require OOC cash, of which I have none
QUOTE(daganev @ Jul 20 2006, 08:45 PM) 309746
Guild Wars.
Hrmm I sense a problem.
Revan2006-07-21 00:51:01
Ilyrias is coming out around Jan/Feb 2007, though alpha/beta testing will be in the fall. It's a MUD that uses Rapture, but isn't from IRE. So far, it looks amazing and alot of people are contributing to it (that is, players ). www.ilyrias.com, and click the forum link
Shorlen2006-07-21 00:51:24
QUOTE(daganev @ Jul 20 2006, 08:45 PM) 309746
Guild Wars.
That's not a MUD, and that's not a roleplaying game. It's also not presistant.
QUOTE(diamondais @ Jul 20 2006, 08:48 PM) 309748
Wish I knew of one Shorlen, Im sad to see you want to leave but I understand the frustration.
I don't want to leave, but I want options in the event I am forced to. Lusternia has switched focus partway into the game, and that saddens me. It seems that to appease 3/5ths of the game's populace, they are trying to push away the other 2/5ths.
Tsuki2006-07-21 00:53:22
Seriously, take some time to breathe and calm down. Sleep on it and look at things with fresh eyes later. Taking days or weeks is better than minutes or hours. Perception means a great deal, but it's not everything.
And if you do decide, again, to leave ... and actually do so this time, tie up loose ends before you do so you're not tempted to return if things continually aggravate you so much.
Shamarah2006-07-21 00:55:43
Necromundus looked interesting when I noticed it on TMS, I keep meaning to check it out.
Unknown2006-07-21 00:58:51
Armageddon is the other MUD I've been playing for awhile now. The conflict there is constant and intense, and the RP is second-to-none, but it can be difficult to get used to. Characters go through an application process before being approved, and the setting is a bit different than what most are used to.
The average first Armageddon character lasts one hour before it dies, and death is permanent. Once you get over the learning curve, though, it's amazing.
ALSO: Move this to the real world?
The average first Armageddon character lasts one hour before it dies, and death is permanent. Once you get over the learning curve, though, it's amazing.
ALSO: Move this to the real world?
Shorlen2006-07-21 00:59:28
Hmm, some good suggestions so far. I'm not personally that fond of the Rapture engine, though several descent games were made with it despite that. From what I've seen of Illyrias combat logs, it honestly doesn't look like that great of a system at all, even for IRE.
Unknown2006-07-21 01:00:50
QUOTE(Shamarah @ Jul 21 2006, 12:55 AM) 309757
Necromundus looked interesting when I noticed it on TMS, I keep meaning to check it out.
I'm a big fan of Wes Platt's other work (Otherspace, Chiaroscuro, Star Wars: RoE), but Necromundus is very lacking from what I've seen. He's tried to make a hack-n-slash out of a MUSH, and it's very slow paced and meh.
Xavius2006-07-21 01:13:04
QUOTE(Temporary_Guido @ Jul 20 2006, 07:58 PM) 309759
Armageddon is the other MUD I've been playing for awhile now. The conflict there is constant and intense, and the RP is second-to-none, but it can be difficult to get used to. Characters go through an application process before being approved, and the setting is a bit different than what most are used to.
The average first Armageddon character lasts one hour before it dies, and death is permanent. Once you get over the learning curve, though, it's amazing.
ALSO: Move this to the real world?
I made the mistake of applying for a female character there. She was killed by the first PC she met because she refused to give him a blowjob. I kid you not.
Shorlen2006-07-21 01:20:06
QUOTE(Xavius @ Jul 20 2006, 09:13 PM) 309776
I made the mistake of applying for a female character there. She was killed by the first PC she met because she refused to give him a blowjob. I kid you not.
EDIT: You should have first at least bitten off his...
Joli2006-07-21 01:25:52
QUOTE(Xavius @ Jul 20 2006, 08:13 PM) 309776
I made the mistake of applying for a female character there. She was killed by the first PC she met because she refused to give him a blowjob. I kid you not.
zomg.. I just applied for a character there.
Diamondais2006-07-21 01:29:59
Whats the site?
Shorlen2006-07-21 01:36:43
And more and more do I hope my undergraduate thesis pans out and I can make a MUD powered by it. It would be a game where the objects mentioned in room descriptions are also objects in the game that can be interacted with, moved about, destroyed, and so forth. A game with truly morphable, dynamically generated objects and terrain. See pink wall and hate the colour pink, paint it mauve. Now when people look at the wall, it will be recently painted with mauve paint. If you have a spell that creates portals from mauve objects, hey look, something mauve. Smash down the wall, there's now a hole in the wall and an exit in that direction.
The system will also, if it ends up working properly, be able to create an area of indeterminate size, propegating the area as someone moves around in it, defining the objects it needs to define on the fly.
Consonance, assonance, alliteration - these can all be taught to a computer with a simple phonetic thesaurus. Sentence flow is the only part that worries me, and generation speed for on-the-fly generation.
Look at an object and the object's description is generated automatically based on what properties the object could have, or is already defined to have. Move an object from one room to another and the object is removed from the first room and that room is regenerated, and the object is added to the next room and that room is regenerated, possibly with different aspects of the object that were not chosen to be generated before.
The benefit is, of course, that new areas of indefinite size can be added at whim, with the only building required the creation of creatures and their attack messages and the like. Sure, the game would suffer a little by limiting the detail of the descriptions, but they add so much less to the game than dynamic content adds.
This would make a great basis for the RTS-ish conflict MUD that I want to write... :daydreams:
The system will also, if it ends up working properly, be able to create an area of indeterminate size, propegating the area as someone moves around in it, defining the objects it needs to define on the fly.
Consonance, assonance, alliteration - these can all be taught to a computer with a simple phonetic thesaurus. Sentence flow is the only part that worries me, and generation speed for on-the-fly generation.
Look at an object and the object's description is generated automatically based on what properties the object could have, or is already defined to have. Move an object from one room to another and the object is removed from the first room and that room is regenerated, and the object is added to the next room and that room is regenerated, possibly with different aspects of the object that were not chosen to be generated before.
The benefit is, of course, that new areas of indefinite size can be added at whim, with the only building required the creation of creatures and their attack messages and the like. Sure, the game would suffer a little by limiting the detail of the descriptions, but they add so much less to the game than dynamic content adds.
This would make a great basis for the RTS-ish conflict MUD that I want to write... :daydreams:
Diamondais2006-07-21 01:41:22
Wow..just wow. good luck.
Sylphas2006-07-21 04:42:49
Sounds wonderful, but I'd be afraid that your server would roll over and die. A lot.
Shorlen2006-07-21 06:13:09
QUOTE(Sylphas @ Jul 21 2006, 12:42 AM) 309882
Sounds wonderful, but I'd be afraid that your server would roll over and die. A lot.
Depends on how fast lisp can patternmatch, and I think the answer is pretty darn fast. We'll have to find out though, won't we?