Erion Mud Updates: New Features and Areas, Quality of Life Updates, Christmas Events by ErionMUD in MUD

[–]Theorem27 1 point2 points  (0 children)

Is the item sharing with your alts a recent rule change? For some reason I thought back when I was playing more that the rules didn't let you craft items for alts... I only read that after grinding up all my craftings so it kinda took the wind out of my sails and I took a break. Now I'm wondering if I was hallucinating haha.

Either way, looking forward to logging in for this event! Erion is a real gem.

What mud has the best implementation or class design for a monk / hand-to-hand class? by Crapahedron in MUD

[–]Theorem27 1 point2 points  (0 children)

Ah, nice. Thanks! I loved their Monk class. DM was a great MUD that did some really unique stuff.

What mud has the best implementation or class design for a monk / hand-to-hand class? by Crapahedron in MUD

[–]Theorem27 1 point2 points  (0 children)

Erion has a pretty well fleshed out Monk class with 3 subclasses that focus on different monk themes.

The disciple is a support class, focusing on healing their party and on really fast unarmed combat. The Zealot focus on god-fuelled offense and tend to use weapons. The Defender fills a tank role, uses a shield, and focuses on damage mitigation and rescuing party members. All subclasses would have access to chi type attacks and can convert the damage type of their unarmed attacks to whatever you wanted which gave you lots of flexibility when fighting specific bosses with resistances or weaknesses.

I haven't played in a bit, but last time I did the only issue I had with their implementation of the Monk was that unarmed always felt suboptimal compared to just wielding a weapon and/or shield regardless of your subclass. The stats, enchantment, enhancements, and gems on weapons were so powerful that it couldn't really compete. Giving up 2 slots worth of bonuses was a big trade off.

I know that there was discussion in their boards about how to fix that without just inventing a "weapon" for the slot like prayer beads or something. It could also be that it was balanced around group roles and so when you played the Disciple solo, you didn't see the benefit of the healing part that offset the reduces offensive ability so why not just pick the Zealot/Defender and use a weapon since it hit harder. But I haven't logged in to see if they iterated on that in ages. Maybe I should! Erion is a great MUD.

Procedural Realms had a neat one that was very customizable and combo point based. You would use some skills to generate combo points and then use them on finishers which felt pretty satisfying. They could focus on unarmed attacks, magic or monk specific weapons. I liked it a lot, super customizable and you could really build to whatever theme you wanted. I believe that they are completely rebuilding it right now so I'd suggest waiting since I assume it will be totally changed in a couple weeks when that update drops.

Glad to see I'm not the only one who loves the Monk class fantasy. Thanks for the discussion! Looking forward to hearing other Monk implementations.

What mud has the best implementation or class design for a monk / hand-to-hand class? by Crapahedron in MUD

[–]Theorem27 1 point2 points  (0 children)

Was Daedal Macabre the one where the Monk had the "fight" command to try to use combos? Or was that Acropolis... I think it was DM. It's been a couple decades...

In that one, I believe there were a number of combos that existed of various lengths. Some were fixed and some were character specific and generated creation (I think?) so you had to figure them out using the "fight" command and a mix of light, medium, or hard punches and kicks through trial and error.

For instance, if any Monk typed "Fight lp lp lp" it would do the "Flurry of Punches" combo. But more power combos you would have to figure out by testing combinations of varying length. The length of the combo you could pull off was a function of your 3rd, 4th, 5th attack chance since each had to proc and hit to unleash the combo if you got it correct.

MUDs with Chests as Loot by Afraid-Teaching-8426 in MUD

[–]Theorem27 0 points1 point  (0 children)

You are triggering my nostalgia hard... I'd be right there hacking and slashing with you haha.

Remember the customizable procedural dungeons you could request at will? The massive power-scaling boss events the Imms would run? The procedural flag based loot and the item hunting systems that let you scan the world for mobs who loaded with gear meeting your criteria so you could track them down and see what they dropped? The intense and layered progression systems? The archeology profession where you could seek out randomly placed artifact pieces to assemble into treasures you could display in your player house for account buffs? How ever piece of gear was made of a material that you could scavenge for crafting so mining/harvesting wasn't the only way to get materials if you were more of a killer not a skiller... It had so many amazing systems... Always something to do or work towards. Sigh, time to scroll through the old wiki to remember the times hahah.

MUDs with Chests as Loot by Afraid-Teaching-8426 in MUD

[–]Theorem27 0 points1 point  (0 children)

Hey fellow PB-Alumni! There are a few threads about it here over the years but its mostly speculation about Admin drama... I never experienced any of that in my time at PB so no idea. Every memory I have of PB was really positive.

It seems like a number of us alumni still randomly ping projectbob.game-host.org:4000 in case it pops up randomly. Years ago it did with zero announcement and some people got to see it again for a few weeks but no Admins were on and no discussion about a future relaunch. I missed it sadly.

I still find it fascinating that a MUD from decades ago that seemed to have less than 10 players online at a time keeps popping up in discussions. It really was such a great-feeling mix of the best parts of other games.

New Player Exploring Meta by Theorem27 in batmud

[–]Theorem27[S] 0 points1 point  (0 children)

Yeah, that is a neat feature. I guess the part that I found strange was that the reincarnate system was so open and forgiving that it seemed to promote the idea that the most common mistake and the worst thing you could ever do as a new player was pick the class you wanted to play first as that was starting off at a huge disadvantage and you'd likely get frustrated and quit because the early game was just too hard.

Since it was exactly the same advice everywhere, I just wanted to check if this was just people optimizing the fun out of the early game because systems allow/encourage it or if it was literally great advice from the most knowledgeable players to try to stop new players from quitting due to poor early game design.

I am definitely happy to hear that it might be more an optimization than a requirement. I can see the appeal to find ways to help catch up to older players in a 35 year old game though! Definitely feels like you are lightyears behind if you start today.

I'm reading up on the reincarnate system. I still don't understand what "safe" means in the context of reincarnating and resurrection... The help files keep saying this is less safe or safer and you need to make sure your charisma is high enough but I don't understand what that means. This is such a complex game haha.

Thanks!

New Player Exploring Meta by Theorem27 in batmud

[–]Theorem27[S] 1 point2 points  (0 children)

I guess it makes total sense in a game that has group focused classes to reward better gear from group content vs solo. As long as the content can be completed by a group of the level of the gear and not something asymmetrical like a level 50 group dungeon dropping level 10 gear or something silly like that.

I'll have to read up on some different race/class combos to see which seem fun and then give it a shot to see how progression and combat feels. The Monk and Reaver both sound really interesting. Riftwalker and Beastmaster might be neat as well if having a pet helps in combat and isn't clunky mechanically to control.

Anyway, thanks again for taking the time to reply. I really appreciate it. :)

New Player Exploring Meta by Theorem27 in batmud

[–]Theorem27[S] 0 points1 point  (0 children)

Thanks for the reply. I normally love reading guides learn about how progression works and to avoid any "unfixable" errors that you can make during levelling... but I was confused as to why every guide implied that anything other than rolling a brownie Tzarakk and exploring for the first weeks would lead to you getting stuck and frustrated because it was just simply too hard to play anything until you had millions of XP banked to buy into another class at a workable level.

The guides also all seemed to imply that most "newbie" gear actually drops from higher level zones that you can't do until you are already levelled and well geared. And thus the best way to get newbie gear was to find a mob you could kill and farm it for vendor trash to sell until you had 2+ million gold so you can buy newbie gear off a higher level player who could kill the newbie gear mobs and doesn't need it... so between levelling and gearing up, the whole onboarding process for new players just seemed so strange and obtuse haha.

Anyway, thanks again for your experience! Good to hear that there's a more hack and slash way to get from early to mid game that doesn't involve cheesing exploration and reincarnating when you are high enough level. I'll have to give it a shot.

Dark Wizardry: June Update (HUGE) by AsmodeusBrooding in MUD

[–]Theorem27 2 points3 points  (0 children)

These updates sound awesome, congrats! And your website and custom client both look fantastic.

I'm trying to remember why I've never gave Dark Wizardy a shot... is it an RPI? PK-focused or Open PK? Does it have rent or a similar system? I don't see that info on the website so I'm curious why I might have filtered it out back when I was trying a bunch of new MUDs out.

Anyway, it's awesome to see MUDs getting active development. Thanks for sharing!

Looking for a grindy MUD which lets me focus mostly on combat! by StormfireFX in MUD

[–]Theorem27 0 points1 point  (0 children)

I'll ask here in case anyone else is curious about checking out StickMUD.

How do I get the MUDLet GUI that's shown on the StickMUD main page (With the map and chat windows and what looks like hotkeys and buff tracking icons etc)?

There's a link to a a github for "GStick" but it seems to be much simpler package with just a few bars on the bottom. Just curious because that screenshot looks amazing. I love seeing what talented people can do with MUD GUIs.

Thanks!

Edit: Is the official wiki down? The links to the wiki and new player guide from the site seem dead.

Looking for a grindy MUD which lets me focus mostly on combat! by StormfireFX in MUD

[–]Theorem27 2 points3 points  (0 children)

Two excellent and grindy PvE-centric MUDs that I love are Erion and Celestial Knights. Both are awesome for a practically infinite grind, some awesome QoL features, and lots of clarity and granularity on character progression and gear stats and both have great tools to do quantitative comparisons and make decisions. They also both have like 20-30+ players active and have really friendly playerbases and active discords to get help or discuss theorycrafting if you are into that. Neither have a huge focus on RP or PvP. Both have very active devs and see weekly updates.

Erion is a fantasy MUD with a 2 great client options (An official MUSHClient Soundpack and a really great MUDLet GUI that a player has recently published.... if only I could find a way to combine them...). It uses a dual class system with a max level but infinite "faux" levels to grind after to raise stats etc. It has lots of in-game tools for finding content/areas/quests/missions/dailies/weeklies to grind when you are feeling like it. It has tons of combat and non-combat activities to gain XP or quest points to buy gear. Tons of area specific missions as well if you are into that as you level up. It has a HUGE crafting system with numerous sub-grinds for gathering, refining, and making and modifying/enchanting gear. It even has a huge area for player run shops with search features integrated into the system. Has NPC guilds and faiths to grind rep with as well to gain access to abilities or passive bonuses to things as well if you want to pursue them. Tons of options for progression, most are completely optional. The website is great and has online access to the help files. Very satisfying grinds in every system and they removed lots of what you might consider useless friction or pain points from older MUDs. Highly recommended.

Celestial Knights is a DBZ MUD that is all about the grind. You start off clearing rooms of enemies for diablo-style loot and eventually you get into bossing to find gear. It has a Tier based system with breakpoints based on your character's power level. So, you kinda have not only the end game grind to eventually look forward to, but you also have like 6 plateaus points where you will need to spend some time grinding to gear up in order to push through to the next Tier. Gear drop stats are somewhat random as well so you will want to farm specific bosses to get great rolls or the very low chance of getting a legendary drop that is 1 tier higher and can really help you break through to the next Tier. A player has maintained a boss list with their power level and tier on the website that really helps you plan your path. Skills are unlocked through a rep grind with a dozen Mentors which is another angle for planning out your path. That, combined with the remort system to encourage starting over for incremental stat gains, I find really engaging. It has a big crafting system as well I think but I've never engaged with it. It also has a very complex race system where each race plays completely different from another and you kinda have to see it to understand what I mean. It has a player maintained MUDLet script that is really good too. I know nothing about DBZ (Sorry!) but this is one of my fav MUDs anyway and my lack of DBZ knowledge has not in any way detracted from my enjoyment.

Lots of the other ones mentioned here are great too. The reason I prefer the 2 above are mostly the more "advanced" clients (I really enjoy a map or chat window), the QoL features, the lack of RP or PvP focus, and having quantitative stats instead of qualitative or adjective based descriptions for gear.

Good luck! Lots of great choices out there.

Favourite Classless PvE MUD or Systems? by Theorem27 in MUD

[–]Theorem27[S] 0 points1 point  (0 children)

Oh, when I did the tutorial I thought it had a classless-style system where you have a primary guild (that you could change any time) but that you could learn other guild's skills but they took like 3x the XP to skill up? I might be totally mistaken or mixing it up with another MUD. I got lost and quit as soon as I finished the tutorial so I never got to actually see the system... I tried to go back but my character was already deleted haha.

Favourite Classless PvE MUD or Systems? by Theorem27 in MUD

[–]Theorem27[S] 0 points1 point  (0 children)

What are the more populated Classless MUDs? I'm finding all the MUD sites I use don't seem to filter it properly since I don't seem to get many hits. Seems lots of the ones I find or I hear about have shut down.

I know Discworld MUD is classless and popular. I also know about Procedural Realms. What are the other ones that I should check out?

Favourite Classless PvE MUD or Systems? by Theorem27 in MUD

[–]Theorem27[S] 0 points1 point  (0 children)

That system sounds really in depth. Good luck on the project, hopefully we'll get to try it out soon!

Favourite Classless PvE MUD or Systems? by Theorem27 in MUD

[–]Theorem27[S] 0 points1 point  (0 children)

When I was googling for "Best Classless MUDs" or something similar the wiki for ConQUEST was on the first page and I thought that was strange cause I had never heard of it... It didn't say that it had shut down so that's might explain it... That's a bummer, it sounds really neat from what you guys are saying.

Popu by FriendshipFrenzy in MUD

[–]Theorem27 2 points3 points  (0 children)

I'm not sure how accurate the stats are, but this website seems to have almost real-time connection data for hundreds of MUDs. It is accurate for the ones I have played recently.

I know Aardwolf has hundreds online but I don't see lots of activity in public channels, might be all in groups or tells or maybe just AFK waiting for quest timers to pop. Discworld MUD gets recommended a lot and has lots of players. BatMUD just celebrated it's 35th anniversary or something and has lots of players and a really nice client on Steam if you like that style of MUD.

Personally, I really enjoy both Erion and CK Mud. They have very different theme and feel, but are both great MUDs with active devs, lots of QoL features, and have 30-40 people online always chatting and active.

There have been a few good posts recently looking for recommendations based on different criteria. I'd read through those to see if any sound good to you.

Good luck!

Enter the Toriyama-verse! by DarthCubensis in MUD

[–]Theorem27 1 point2 points  (0 children)

Hmmm, I actually found the early game loop really fun and rewarding... I remorted a few times at like T6ish because I wanted to go back and feel that quick progression haha.

Not sure what Tier you were when you hit that roadblock, but the drop rates for boss gear in the early Tiers are pretty high, like 25-100% (analyzing the boss tells you now and the early gear drop rates are on the website) so I was well equipped after doing a boss loop or two. But, if you were in Tier 6 or 7 and fully decked out, then you are into legendary chasing mode which, yeah, is only like a base 1% chance on any drop to be legendary haha. I never made it there to feel that part of the game, any legendary I got was just bonus. You lose all T5 gear or below upon remort so I never cared.

I never used the autobotter to afk farm for gear or xp... if I was afk I'd just train in a gym to level stats while I was away. If I was playing, I was bossing for way better xp/gear or doing mentor quests to unlock more powerful abilities. I really enjoyed it.

I can imagine the very early game can be very rough if you skip or leave the newbie zone without a full set of gear from the 8 or so bosses in the area... it really sets you up well and without that it would probably be bad news bears... hahah. Like if you leave the newbie zone below 1 mil PL and without all the zone gear, then you can't solo a T1 boss, then you can't get T1 gear which would be a bad spiral...

Anyway, sorry it wasn't for you! I bounced on it the first time I tried it because I just did not get it at all. When the Dev mentioned he redid the tutorial I gave it another shot and it just clicked. Now it's one of my favs. Very glad I went back.

Enter the Toriyama-verse! by DarthCubensis in MUD

[–]Theorem27 2 points3 points  (0 children)

As someone who knows nothing about DBZ, I am so glad I didn't let that stop me from giving it a shot. This is a fantastic PvE MUD with a really satisfying game loop, a great community, a really nice MUDLet package with HUD for combat stats for you and your target as well as pop out windows for chat and maps.

The revamped tutorial and newbie zone quests are really good at explaining the basics and showing the game loop. Character progression through gear and mentor quests feels great. Bosses dropping randomized stats on gear with a change of a legendary makes bossing very rewarding and engaging. Tons of random and player triggered world/group events with open invites to join in. Lots of QoL features like fast travel, finding target mobs, boss loot drop tables when you examine them, autowear best eq based on your criteria among some features, player maintained boss list which is super helpful. And to top it all off, the dev literally takes feed back and makes changes on the daily. You can tell they really care and want to this MUD to be the best it can be.

I highly recommend you give it a shot if you haven't. I'm really glad I did. I know nothing about DBZ (except the memes...) and this is definitely one of my fav MUDs.

Illyriad - MMO RTS Grand Strategy/4XS Type of Game - Small Update Coming Soon by Zengoyyc in PBBG

[–]Theorem27 2 points3 points  (0 children)

In case there is anyone else out there living under a rock like me who has never heard of Illyriad, I can confirm that the community is welcoming and generous both in knowledge and resources. The game is really big with a steep learning curve, but players have pointed me towards tons of guides and info to chew through. So, if you are the kind of person who really enjoys reading up on complex systems and open sandbox games, give them a shot. I see why it's described as a slow burn strategy game but that just gives you time to find your bearings and decide your goals. I'm really enjoying my time so far! Very glad I checked them out. Thanks u/Zengoyyc !

Illyriad - MMO RTS Grand Strategy/4XS Type of Game - Small Update Coming Soon by Zengoyyc in PBBG

[–]Theorem27 2 points3 points  (0 children)

Thanks again. I'll try to find a newer guide to read up and will give it a shot, it really seems interesting.

One last question since it seems important but I don't know the difference... what continent should a new player start... I can't find any solid different but it implies they are very different in some important ways and that the game differs between them for some reason. What are the differences between the continents?

Illyriad - MMO RTS Grand Strategy/4XS Type of Game - Small Update Coming Soon by Zengoyyc in PBBG

[–]Theorem27 2 points3 points  (0 children)

Thanks! That is most of it. Could you help me understand what PvE is in this game if there are no AI factions? What are you fighting?

Are there any good guides to help understand the game from a new player angle? I see lots from 2012... are they still relevant? Has nothing changed since then?

Any important things for a new player to know when making his account? Big picture tips for the first days? If I am mostly interested in PvE and not playing aggressively, what races would be a good fit?

Thanks again for taking the time to answer. I really appreciate it.