RE: Cherek and Problems

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Greneth

RE: Cherek and Problems

Post by Greneth » 16 Aug 2015 16:19

Cherek wrote:
Btw Greneth, what is the problem we are facing in your opinion?
To put it bluntly Genesis in it's current state is similar to a new MUD or unfinished MUD it's still not properly balanced, outdated guilds, lack of events or even upkeep on events that are randomly thrown out and very simple combat that makes the game easy, which lacks any real tactics or thought process to win with a growth process that promotes limited interaction and bot grinding that for some reason is acceptable. No enforced role play on an already odd combination of various themes thrown together. Lot's of OOC info being used IC, dead guilds and the admin with a stance of "We don't get involved", which is the same as "All it takes for evil to thrive is the inaction of good men". And with the current stance of free coding to allow wizards to do what they want, the players wishes are generally ignored and a lack of updates where they need to be. Not to mention a learning curve of climbing Mt. Everest with no gear to actually create anything worthwhile as a new wizard which in turn leads to a lack of man power upstairs. (RTFM is a joke)

Of course these are just my opinions, few would say I don't know shit because hell I only reached the level of Champion. In order for you to know anything everyone knows you must first reach Myth, ;-). So take it with a gain of salt I suppose, I come back like many others do for short spurts out of nostalgia. But the MUD community is far from small and it's far from dead, the days of saying it was better in the 90's really can't be used as a crutch anymore.

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Cherek
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Re: RE: Cherek and Problems

Post by Cherek » 17 Aug 2015 03:28

Wow. That's one big list. So, which MUDs are doing best these days? And what do they do that we don't? I would guess all MUDs have their strengths and weaknesses, just like we do, though?

As for wizards and learning curve, yeah that is a problem. We need new active wizards to improve and maintain the game, and work on many of the things you listed. However new wizards often fail due to the steep learning curve and not enough current wizards around to help them. It's hard to solve that equation, because to solve it we need wizards, and to get new wizards we need... new wizards.

The only way as I see it is to try to recruit already skilled coders, or people who can learn by themselves, and try to help them as best as we can, and hopefully increase our wizard numbers over time, making it easier and easier for new wizards.

Greneth

Re: RE: Cherek and Problems

Post by Greneth » 17 Aug 2015 05:27

Cherek wrote:Wow. That's one big list. So, which MUDs are doing best these days? And what do they do that we don't? I would guess all MUDs have their strengths and weaknesses, just like we do, though?

As for wizards and learning curve, yeah that is a problem. We need new active wizards to improve and maintain the game, and work on many of the things you listed. However new wizards often fail due to the steep learning curve and not enough current wizards around to help them. It's hard to solve that equation, because to solve it we need wizards, and to get new wizards we need... new wizards.

The only way as I see it is to try to recruit already skilled coders, or people who can learn by themselves, and try to help them as best as we can, and hopefully increase our wizard numbers over time, making it easier and easier for new wizards.
Oh of course, every mud or game in general has its pros and cons I'm not just ragging on Genesis and saying everything else out there is perfect. The biggest difference is that other then PK based MUDs all of the more popular ones have enforced RP. Where if you don't stay IC the immortals punish you. Most of these games have very harsh death penalties, while I don't quite agree it seems to work for them because they have a more strict PK policy. In these games, combat is difficult. Status effect attacks in all guilds, NPC's can sometimes take up to 20+ people and none of the games high end content is able to be soloed by even the highest leveled players. No EQ hunting, equipment is saved and loses durability. Level caps, no enforcement on quests and the brute systems are time based to prevent 24/7 botters. Rewards for RP, newbie guides and player driven events are handed out by immortals. Weekly or bi-weekly events in terms of raids on cities, tournaments, etc. General Balance with small tweaks now and then. Crafting systems that actually work and are worthwhile, player driven economies with money sinkholes. No overabundance of items that aren't even worth being sold.

A lot of these MUD's only have maybe 1-4 real coders and the rest are just builders or those who create areas, run events, player relations and issues.

These are just some of the things they have or differences, not all may be good for Genesis but these are just my opinions of issues that I feel need to be addressed. Maybe everyone else disagrees and doesnt want to see any of the pre-mentioned things changed.

As for the Wizards I know there are plenty who have either failed in the past or thought about becoming one. Find a decent coder that has the time to teach, even still if you get five who attempt it and only two that stick around thats two more wizards then you currently had. There's got to be at least one person upstairs with enough knowledge to at least write up some lessons to teach things such as values, variables, proper format etc. You could always attempt to recruit, it's not going to hurt any. Though I believe every LPC game is different so even those who are recruited may need some time with our form of LPC or assistance. Or maybe even find an outside source thats willing to teach or give pointers.

But before you gather a bunch of people to start coding, talk to the players, look through old posts for complaints. Get an idea of what the players are expecting to be changed, start directing your wizards to focus on immediate issues, have them form teams to tackle them if need be. It may not be the Genesis way, but for right now there is an obvious Need>Want ordeal going on.

And don't let all this ranting fool you, Genesis has the smoothest combat even if it is simple, no lag on commands, 10 times better descriptions in general and a lot less spam other then the random x30 MOBs who shout random things in combat. Immersive quests (syntaxes not included) and tons of little secrets to be explored. It's a jack of all trades unlike some of these where we have the beginnings of not only a great Role Play Environment but a PK, Crafting and PvE. The only MUD with a imbuement drop system or something similar, automated Auction House, unrestricted racial choices and lots of them (Even if some are obviously better skill/spell wise) guild warring systems... the only issue is that when you look at some of these individually its like they were never quite finished.


Here's a couple of the MUDs right now, I could continue to log into various ones but you get the idea.


New Worlds - Non Peak Hours

------> There are currently one hundred and forty three players online. <------

Threshold - Non Peak Hours

Denizens of Threshold: 68

Sindome - Brand new mud, maybe 3 months or so old I think? 2 less players then Genesis right now - Non Peak Hours

A lot are in the mix and a lot are topside. (29)

Both DragonRealms and Gemstone I have heard are doing quite well since removing the subscription fee

Then of course Iron Realms Achaea and a couple of there others seem to hold 70+, though I havent logged into them for a while.

Laurel

Re: RE: Cherek and Problems

Post by Laurel » 17 Aug 2015 08:42

Acceptance and sometimes active participation from the wizards' side in wiz info and alt-abuse.
Most of the current wizards' chars owners are guilty.

Greneth

Re: RE: Cherek and Problems

Post by Greneth » 17 Aug 2015 17:01

Laurel wrote:Acceptance and sometimes active participation from the wizards' side in wiz info and alt-abuse.
Most of the current wizards' chars owners are guilty.
A much better outlet for those who get burnt out would be to take over an NPC and create a mini event rather then play a mortal and be tempted to begin with.

Greneth

Re: RE: Cherek and Problems

Post by Greneth » 17 Aug 2015 19:41

There are lots of ways to go about it, one could even take over the wandering Nazgul and spawn Orcs. Change the short description of a Water Kroug and lead them against the Kyrullians or Elementals of today. The Terel Kobolds are tired of being smashed by newbies and rise up taking over the Town of Last.

One could take it further and create actual chapters and prolong the events that could span over a year depending on the idea, planning and dedication.

Most of these require very little knowledge and can include players of all sizes. This was a project i was interested in.

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Re: RE: Cherek and Problems

Post by Cherek » 17 Aug 2015 21:55

Greneth wrote:There are lots of ways to go about it, one could even take over the wandering Nazgul and spawn Orcs. Change the short description of a Water Kroug and lead them against the Kyrullians or Elementals of today. The Terel Kobolds are tired of being smashed by newbies and rise up taking over the Town of Last.

One could take it further and create actual chapters and prolong the events that could span over a year depending on the idea, planning and dedication.

Most of these require very little knowledge and can include players of all sizes. This was a project i was interested in.
Yeah what happened to that Greneth? I thought all those ideas were awesome. Why not do it? Never heard anything more from you about it.

Greneth

Re: RE: Cherek and Problems

Post by Greneth » 17 Aug 2015 22:03

I heard nothing from anyone upstairs about it. Gorboth went on summer vacation or forgot.

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Re: RE: Cherek and Problems

Post by Cherek » 17 Aug 2015 22:28

Greneth wrote:I heard nothing from anyone upstairs about it. Gorboth went on summer vacation or forgot.
Well you heard from me and I like it. And yes Gorboth has been away during the summer. So has most of the Admin. Some have returned to more activity lately though. Let's talk about it ingame!

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Re: RE: Cherek and Problems

Post by Cherek » 17 Aug 2015 22:42

About the idea of possessing NPCs etc, another idea I've thought about is doing some simple "event" where I just grab a bunch of bosses from the game and throw them in some type of pit for players to have a go at. Like with the Turkeysaurus, they stay in a location until killed, and the killing team receives some type of reward. And maybe do it for 3 different levels or something.

For example:

For everyone: Mergula, Orc Captain, and 4 dragons all teamed up.

For hero and below: A bunch of mid-sized bosses.

For apprentice and below: A bunch of smaller bosses.

And each time a team is killed, after some time passes, we do another team with a new configuration.

Would need to figure out a way to make this thematically reasonable though. Perhaps some mad scientist who's experimenting with cloning creatures and then lets adventurers pay a fee to fight his creations? That's my best idea so far at least.:)

Anyway, it's something that would require fairly little coding / coding expertise and still be a fun recurring event I think? Or? Does it sound fun?

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