Re: Evil guilds, more or less folded?
Posted: 27 Mar 2012 16:46
Targun: I never said you were _wrong_ in your comments. I questioned the way present your thoughts, and the tone in your notes. Basically you reviewed Genesis, and deemed it one of the worst games ever. I dont think that is very helpful.
In your last notes you at least bring up some examples on what you think is a better way of doing it. Allthough I think some more detail would be in place. Exactly how should combat, and pvp be changed then? I've basically never played another mud... I decided to try Batmud recently, just to see why they have so many players, but I thought it completely sucked...
About botting and triggers... well... Genesis has kinda always been designed in that way. Just forbidding triggers and scripts I think would do way more damage than good. You'd need to redesign a whole lot of things then. Stuff like herbing and smithing are basically made to be scripted because it would be utterly boring otherwise. Combat too, not as much, but at least partly.
I'd love to see both pvp and pve be more interactive and require more thought and socializing to be successful. But like you say, someone has to DO it. And want to do it. Genesis have changed too, it really has, some changes have been good, some have not been. I doubt your polish mud only made good choices. But if they have 100+ players I do agree its worth taking a look at what they do right that we do wrong. Same with other successful MUDs. But I think its better that someone like you explain in detail instead of someone like me try to figure it out myself. I barely have time to play Genesis, and to understand a new mud and how it works is going to take alot of time. So how do they do combat and pvp that you think works better?
In your last notes you at least bring up some examples on what you think is a better way of doing it. Allthough I think some more detail would be in place. Exactly how should combat, and pvp be changed then? I've basically never played another mud... I decided to try Batmud recently, just to see why they have so many players, but I thought it completely sucked...

About botting and triggers... well... Genesis has kinda always been designed in that way. Just forbidding triggers and scripts I think would do way more damage than good. You'd need to redesign a whole lot of things then. Stuff like herbing and smithing are basically made to be scripted because it would be utterly boring otherwise. Combat too, not as much, but at least partly.
I'd love to see both pvp and pve be more interactive and require more thought and socializing to be successful. But like you say, someone has to DO it. And want to do it. Genesis have changed too, it really has, some changes have been good, some have not been. I doubt your polish mud only made good choices. But if they have 100+ players I do agree its worth taking a look at what they do right that we do wrong. Same with other successful MUDs. But I think its better that someone like you explain in detail instead of someone like me try to figure it out myself. I barely have time to play Genesis, and to understand a new mud and how it works is going to take alot of time. So how do they do combat and pvp that you think works better?