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#2482 - 09/30/10 06:14 PM
Player base: More or less: a study on mudding.
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Rancid
newbie
Registered: 12/12/07
Posts: 49
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I have been muding too long. Darke was my first mud. I started in 1995. Back in the day they were the absolute bomb for online MMO games. To be honest you could probably consider my introduction to muding was bulletin board (BBS)games; which, I started playing in 1981. Since those times I remember new MMO styled games coming out. Doom, Half life, starcarft, Everquest, World of War carft, etc. etc. etc ad naseum.
The options for online gaming are infinite. Honestly, for MOST people; to be encouraged to invest time in mudding, there MUST be more offered from muding than other games. One advantage is that most popular MMOS cost money to play which muds do not. With the exception of Atlantica, which one could argue takes money to play, most of these games cost monthly fees and lots of time.
Any way you sum it up. With a text based game we must offer more from muding than graphical games. More and more people will not take the time to play muds if they do not offer MORE. I am behind any idea that offers encouragement to play; E.G., more minerals, faster and cheaper equipment, pets, minerals, castles and gear. Even faster levels. The only stupid idea I could imagine is allowing people to run around with multiple characters triggered together.
Any additional thoughts?
-Rancid.
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#2485 - 09/30/10 07:00 PM
Re: Player base: More or less: a study on mudding.
[Re: Jedian]
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Din
stranger
Registered: 12/12/07
Posts: 16
Loc: Pittsburgh, PA
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I think the best thing we can do is just fix everything up with bugs and balance to keep the players we do have interested and playing, make the mud a more welcome place for lower level players, and let word of mouth bring back people who havent played in a long time. Text based muds nowadays are a niche thing with the people who still play them being very devoted but at the same time being something from a bygone era that is not going to bring in new blood from MMOs that havent played them before. I still think this place has the potential to get back to a 20 average again if things are done right, i saw it that high as early as only a few years ago.
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#2508 - 01/26/11 09:03 AM
Re: Player base: More or less: a study on mudding.
[Re: MacTORG]
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carmy
member
Registered: 10/14/07
Posts: 164
Loc: South Korea
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Basically what I got out of your post is that you want to implement change, but you're generally worried about the reception of any changes that are implemented. It's quite obvious to me that as it is, the game has some rather major flaws, but the players are generally content with the way things are. That's not to say that change isn't welcome. For example, I feel like many of the changes that have been implemented recently are helping to refine existing commands and are really quite useful. I think that change is good, if this change isn't simply for the sake of change. Adding guilds, adding features, adding commands and whatever other additions are things that players like, when they're well thought out, properly tested and useful or neat. It's also important to note that adding new things isn't necessarily what we need. Making what we have work better is always a good start. For example, if you showstats guilds, you'll see which guilds maybe don't work for players. They're guilds people find boring or useless and aren't particularly fun to play. Some guilds like elementalists and chanters, people don't particularly enjoy, but feel obligated to play at some point because what they offer the MUD. You can't do too much without blade spells and chants...
A good direction for the MUD to take is to review guilds and spells and make the less desireable guilds a lot more fun. If you want to make players more unique, maybe start by making guilds more unique. We have like 13-14 guilds, but many of them are identical in many ways. Tinkers and fighters are quite similar. Clerics, Paladins and WPs get many similar spells. AMs and SMs share many spells. I'm not saying that guilds shouldn't share spells, but in the case of Clerics, Paladins and WPs, they share like 10 spells between the 3 guilds, and some spells are just renamed so they don't seem to be the same.
I suppose what I want to say is that having a good concensus from players as to what they'd like to see change, then planning and implementing the changes properly would benefit the MUD. But, change for the sake of change isn't what the MUD needs. Having active admin is very exciting for players, it's nice to know people are around making cool things for us, but if it's gonna turn around and ruin things we have fun doing, it's not worth it.
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