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All Posts by Nidwin

All Posts by Nidwin

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92 posts found
Remember MUDs?
LFGame « General Discussion
9/01/14 6:00:33 AM

Still waiting for the staff to get the server up and running again for wotmud.

Wotmud pk is still the best PvP there's for me.

Wheel of Time mud (wotmud)

:-P

Clearly Wizardry has no idea what MUD's are and how advanced and complex the top-ends are. Wizardry just see it as some bunch of big text put together and that's it. Not a flame Wizz but that's how you and so many others think about the subject, sadly.

 

Let me explain to you what wotmud is. (Wheel of time mud)

May be  it'll help you to see the light through the MMORPG darkness surrounding our lives. ;-)

 

3 Factions (Light Side, Dark Side, Seanchan) Aiel aren't implemented

Full PvP, no safe rooms and same side killing + Darkfriends. Full loot, xp loss up to losing level(s) and TP's loss on PK death.

Darkfriends are LS and Seanchan that have turned their back on their side and help the Dark Side. Fully implemented with hidden, to protect them, Quest Point system that will have them remort, become full Dark Side as Fade or Dreadlord, if they succeed and reach the needed amount of Quest Points. This doesn't exist in any MMORPG I know of.

Rare and unique items in game, weapons and equipment. Rare means only a couple in game, unique only one in game. Doesn't exist in any PvP MMORPG I played.

Clans (MUD) vs Guilds(MMORPG). Guilds are always generic, always the same for everyone, while clans are in game build custom designed. Every clan is different with different bonuses at rank 5 and 7, being PK bonuses or RP bonuses.

20K + rooms, 50+ implemented clans, 100+ Smobs, Hundredes of weapons, Hundreds of pieces of equipment., 20+ different kind of mounts excluding rank 5 clan mounts of course, coaches, boats. And so on and so on. Way too much to tell all the stuff put in game over the years.

Warrant system for Clans in their respective region.

Different aggro for the 3 factions.

Light Side has 3 specific dedicated RP clans with typical roleplay bonuses. (Wisdoms, Illuminators, Gleeman) and White Tower is RP heavy.

Remort system for Dark Side. At some point Dark Side players (trollocs) have to possibility to be turned into Dreadlords or Fades. Doesn't exist in any PvP MMORPG I've played.

Assisting patrols at some strategic places to help balance the PK (PvP). MMORPG haven't found out a way to properly balance PvP out for the outnumbered, outgunned side while it works perfectly in PK muds.

I can go on and on and on. I would right a book here if I had to explain everything but this should already show you that wotmud isn't just 2 peeps putting together a bunch of text together.

 

Last thing.

If you think MUDding is all about telling big stories in one room and writing books I suggest you have a look at our AoR (Art of War thread). A place where our peeps post their PK/PvP logs they think could be interesting or fun to read.

http://www.wotmud.org/forums/viewforum.php?f=13&sid=d9b4812a6eae6b5e6ad4cecffd5cf7f5

Originally posted by BlizzardShill

 

Other games that you may want to look to are:

MUDs.  MUDs are basically text-based MMOs without graphics.  Many are roleplay-enforced by their admins and have a whole lot of support for roleplayers by extension.  Not many people like losing the graphics, but if you're interested in these, let me know and I can point you the right way.

 

 

If you know the Wheel of Time books you can always give wotmud a try and see how it works out for you. It's a completely free game with enforced RP. It's although classified as a PK mud (PvP) and the learning curve is brutal and steep.

3 faction PvP with same side killing and implemented Darkfriends/remort system. No safe rooms, you can be killed everywhere in the world. Full loot and so on and so on.

 

But roleplay wise peeps stay, most of the time, in character, especially on Light Side (the good guys). LS has also three build in RP clans with bonusses at the usual ranks.

Wisdoms (Sisterhood of healsters)

Illuminators (fireworks)

Gleeman (storytellers)

The White Tower has also a lot of RP requirements as you start as Novice -> Accepted and so on.

Originally posted by seafirex

In pvp environment it does not make sense to loose things etc. I would suggest instead a drop in reputation.


 

I don't agree here as I think it just depends from game to game. I understand the rest of your reasoning and for some games you're actually right.

Let's take as example two well known PvP/RvR/PK games in their genre

Warhammer Online AoR vs wotmud (Wheel of Time mud)

Both games fully centered around PvP and one of the best in their respective genre, graphical mmorpg and mud.

 

Warhammer DP

You lose an amount of HPS that you can immediately buy back at a healer in a camp/warcamp. That's it.

 

Wotmud

Mobrip (dying to an NPC)

Lose 1 full level of xp (it's actually the amount of xp you need from current level to next level but it means a bit more than 1 full level)

All your eq remains in your corpse

Can leave the Circle (place where you're put when you die) immediately

 

Pked (dying to a player)

Lose 1/4 of a level of xp (same formula as for mobrip)

All your eq remains in your corpse. (Game is full loot so if player kills you ...)

Have to spent 15 tics ( bit more than 15-16mins) in your circle and there's nothing to do there.

You lose TPS. (TPS are gained by killing players, % of the TPS the player you kill has. TPS you lose are a % TPS you already have)

 

Two very different DP systems but both work great in their respective game.

Originally posted by ThinOxygen

A lot of what people said is true, the newest generation of players don't even understand what it is, or have never played paper & dice games. It's just the way it goes. I prefer the text based for real community, role play and writing. Writing is a fundamental process in text based games that is often overlooked.

Each to their own.

 

Yeah,

Most peeps have no clue or no idea what a MUD actually is.

They think we're playing text adventures from the 80's online. Others think we're spending our time reading descriptions or telling flower power stories all in the same room.  Or they think mud's are only for hardcore roleplayers and people writing stories or books.

And of course MUD's are completely ignored by all the medias.

The good thing about non commercial mud's is that they don't need a big player base to survive and being fun.

Good thread.

3 Years of Warhammer online behind me (came back with 1.4.0 to try it again and liked it) and 2 weeks before they put down the 2 remaining servers I was back playing wotmud.

Like it, hate it but for me wotmud (Wheel of Time mud) is still, and by far, the best PvP/PK game out there fantasy IP based. It's brutal, nasty, mean but it's the only game that gives me the PK shakes.

 

As for roleplay.

Peeps always think it's about tea-time roleplay while the first purpose of role playing is just staying in character and behave as your toon should behave.

A lost bro in time and space it seems.

As said by previous poster DaoC is your best choice if you need graphics and sound. Graphics are although old and ...

 

If you can't find anything give wotmud a try. I know, I know, ... (text only and so on)

But it's certainly worth a look if it's only to give you a broader idea about all kind of PvP/RvR/PK that exists on the market. As for reward and/or loss PvP I've haven't found anything better out there.

 

Good hunt bro and take care.

Nid

Originally posted by Vutar
What are these free games you speak of? I have seen cash shops or micro transaction games where you end up paying more each month than a sub in order to have the same functionality that a sub game would. I certainly have not seen a free MMORPG, unless of course you want to play partial games without the features a sub game offers.

wotmud :-P

Full free to play, no cash shop, nothing to pay. Real F2P

As for "want to play partial games". The day a company is able to have half the features wotmud has in it's graphical bullcrap game I ,may be, will have a look at it, may be. Who knows.

 

Nah.

It's always about what you like and expect. All models are fine as long as it fits your gaming needs. F2P, B2P or sub based.

It's not clear what everyone's going to play actually. It's probably going to spread out to try to find a new "home".

For me and some others it's going to be DaoC.

We tried GW2 and came all back to war so that's not an option, me thinks.

From my, our side, it's going to be back to DaoC because RvR-wise it's still the best remaining option out there after the 18th of December.

There's a major issue with this non trinity system and I strongly suggest any future mmorpg design to be very careful.

It's not that there aren't any support classes in GW2 but the playing level to play one is so high that it's only suited for a very narrow, core part of the playerbase JoeAverage just can't roll a healer, tank or support class. And that's the big fluke of this non trinity system.

 

The impact is even bigger in PvP/WvW because it's the group that has those players, able to heal, tank or support that just roll everything. I played a healing/support Mesmer and I can tell you how big my impact was.

Won't sign it. I only signed up to the facebook page just because ..., you know. ;-)

 

It would have been nice and fun to have the game up and running in maintenance mode for two more Years, till CU goes live, but it won't be the case. SEGA won't bother to put up a server just for us, makes no sense. They aren't in the core RvR business so whatever they would do or try will just be failure for us, the remaining playerbase.

 

We need to get over it and let the game shutdown on the 18th so SEGA can make a new one for the Warhammer IP fans and friends.

 

What this entire Warhammer online AoR episode has thought us.

1. Don't link core RvR games to a licensed IP. The playerbase is way too small so you have to compromise and insert PVE and sPvP stuff into your game to be able to pay the bill.

2. PVErs, sPvPers and RvRers don't mix well. Make your choice which group you want in your game and focus on them.

3. Don't advertise something that's not true.

4. Communication with your playerbase is a MUST. It's when Keaven and Kevin started to communicate with us that the playerbase grew again and we all thought we were finaly, after 4 freaking Years, on the right path.

 

RIP Warhammer online AoR!

Till then, see you on the battlefield.

Nidwinqq rr100 Magus (badlands) till the 18th of December 2013

It has more than a chance and it hopefully will. Fingers crossed.

2 to 3 Years is more than enough to be ready to kick it off if they succeed to have their engine working properly in time. The entire success and readiness of the game depends on the engine they are building.

Don't forget the nature of this game. RvR focussed with an elaborated crafting system and that's it. They don't have to worry about story lines, dungeons, big bosses and raids, instanced battlegrounds, hundreds of quests, bad ass looking graphics to compete with the AAAAAAAAAAAAAAA mmo's. They don't have to worry about splitting up zones for different kind of gamers. PVE zones, RvR lakes neither. And so on and so on.

 

Also, none expects, to have everything already mentioned by MJ and his teams immediately at launch. What we, core RvRers, want is something playable that doesn't look like 20 years old graphics, hand made for us.

 

1. Races to play in a holy trinity, RPS setup.

2. RvR lake, big enough, where we can fight it out between the 3 races. MJ knows what needs to be done here.

3. A "capital" for each race for the usual stuff you put in a capital.

4. Couple of zones, probably, for crafting resources, drops or whatever.

5. Large scale fights without lag/culling/skill lag or having to play 4fps in Aion/GW2 mode.

 

Above that if they can

1. Seasons and day/night times. Would be awesome, my dear.

2. More races and more classes and more toons. We can wait for future patches or expansion packs for these ones.

3. Bug free. We'll help them debug the stuff on our journey together as long as there isn't anything RvR breaking.

4. Surprises for RvR or crafting stuff

But we can wait for all this of course

 

Just keep your word and don't try to attract peeps to this game that won't belong in it and everything should be fine.

Toon names doesn't matter

But one of the MCOC French Connection Boys on Merlin. Joined at the very end.

Although

Better known as Nidwin (Nid) in Warhammer.

I sense a lot of bitterness in all those responses.

 

@OP

I understand how you feel. Being a core RvRer I've experienced what you're experiencing now for so so long. All those games that have come out and me wondering "Where is my RvR?".

 

Listen.

PVErs have hundreds of titles to chose out, the entire mmorpg and fantasy game industry is making games for peeps like you. Today we have 3 choices, we core RvRers.

1. GW2's WvW. Doesn't fit my playstayle as no holy trinity, showing core tank players, core healers and core support players the big finger. It gets ugly in mid-scale fights and just unplayable for my taste. For me large scale is 150+ vs 200/250+ and not 50vs50. For me Anet fails to give me, and quite some others a decent RvR experience with their WvW.

 

2. Warhmmer Online AoR. Till today the best PvP/RvR there is and has been on the market. Closes the 18th December.

 

3. DaoC. An 11 Years old game and when you play it it feels like 11 Years old but that's the only thing left for me once War closes. Imagine and entire RvR community having to chose between GW2 and and 11 Year old game in a bit less than 3 months?

 

The only light for us is CU and we'll have to wait at least 2 more Years. Can't you even grant us that little place in this gaming industry while you have tons of games to chose from?

 

Nidwin

It's easy mate.

 

Core RvRers stay till they screw up the game or turn off the lights. Till today we have been screwed over and over again for  PVE/Raid/dungeon expansions.

 

Fingers crossed on this one and I hope MJ has learn and understood it.

 

Nidwinqq rr100 Magus till the end 18th December 2013

Till the end, the battle shall I fight!

Nidwinqq RR100 Magus xX French Kiss Xx  Badlands

Till the lights go down, those about to die, we salute you Warhammer online.

It's a bit early for the EU server, population wise.

15:00 here, 14:00 in the UK so most of us are still at work. From what I'm told Prime-time, evenings is where the server gets quite interresting on Norn (EU-server)

As for the best PvP game it's always a personal matter. Some like it, some love it, some hate it.

 

Just a warning before anyone tries to resub.

PVE is dead in warhammer. It's still there but nobody does it so no PQ's, quest, whatever PVErs enjoy. Warhammer is all about PvP/RvR and as there seems to be something fishy with the scenario pops, since they ended the live event,  it's mostly RvR in the lakes.

Amazon is your best bet for cards, till they fix the origin bullcrap that none seems to care about for Warhammer online AoR. As I already mentioned the situation is starting to get "pathetic" from Mythic/Origin/EA side, especially to us, paying playerbase. The only ones seemingly alive and still around are the CSR's.
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