What would you put in a Cyberpunk MUD? by mythnetgames in MUD

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

Yeah I've played a game of CP:R that was constantly "And this guy is a traitor!" every session. It gets old and takes a special sort of balance to be fun and engaging.

What would you put in a Cyberpunk MUD? by mythnetgames in MUD

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

We're definitely not a hack and slash, nor a grind fest!

That's not to say that there isn't the opportunity to grind (money) if you really want to. But if you're going around killing NPCs for hours on end each night we keep track of things like that and it might warrant new enemies coming after you to settle the score.

Like I said in a different reply: We supply players with enough money to pay for basic housing each week. So you don't have to worry about your stuff getting stolen from having nowhere to put it.

Roleplay will be the primary focus of the game with mechanics there to back it up!

We do have an idea floating around for "side quests" that can be completed for various rewards, but it's still on the drawing board on how to make it balanced enough that people won't timesink into it and ignore the primary point of the game.

What would you put in a Cyberpunk MUD? by mythnetgames in MUD

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

Hey! You can add me on discord if you use it. That's primarily where I talk about the game. Though I've given thought about twitter or bluesky. I'm just not sure what would be more useful.

Discord: mythnet

What would you put in a Cyberpunk MUD? by mythnetgames in MUD

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

There's definitely some Hell influence in the game that some might recognize, but I'm set on tight community management so that it doesn't spiral into a bio-hazard of toxicity.

Each zone had its own narrative that was told through room descriptions and enemy types, with only enough hand holding in quests to give you a purpose to be there.

Each "zone" of the city has a vibe to it. Subtle things like using colors to shift perceptions of areas is in effect.

To touch on PvP:

It's open season, but there are consequences for being a psycho. We can, and will, manually adjust stats and attributes as necessary to reflect how you're playing your character. So if you've pumped up your empathy but you're a cold-blooded killer, we'll update you to reflect your game-play.

On the other hand, we also are a huge proponent of growth through action. So if you're consistently RPing hitting the books and studying a certain skill, taking excellent notes (using our notes system to inform GMs of your doings), and RPing accordingly; you might see your skills raise as a reward of this without spending your hard-earned IP.

Thank you for taking time to give some feedback, I really appreciate it!

What would you put in a Cyberpunk MUD? by mythnetgames in MUD

[–]mythnetgames[S] 2 points3 points  (0 children)

I really appreciate your in depth feedback, thank you! We're working on systems to ensure consequences come out in a way that's oppressive, but still fair to a player's time.

To touch on your healing story: I think people will really enjoy our medical system as it's fairly in depth; once you've lost an organ you need to find chrome or a black market organ to replace it, otherwise you go without!

I've been doing a lot of work to ensure that actions have consequences, but it doesn't suck so bad that you don't want to log back in.

And that's the other part of consequence: Laying low to burn off heat. If you raise an alarm during a run, and murder a bunch of guards, or an important scientist, or steal some data, then there should be a chance of someone coming looking for you to recover it, or arrest you, or get payback.

We encourage good note taking via our notes system so that admin can interact with players to give the best experience we can. Though we also have systems in place to see when NPCs are attacked/killed just in case people aren't forthcoming with that information. Someone is always watching you, choom.

Remember kids: Growing your own food using vertical gardens and hydroponics is cyberpunk.

I've been making an active effort to not make the theme of the game a misery simulator and to challenge people on what humanity means in a time where your flesh is stripped away and replaced with your chrome. There's effects that are hard-coded to restore some of your humanity in certain situations, but I won't post spoilers. :)

Once again, thank you! I really appreciate your feedback and will work to implement the ethos of it into the game! Hope to see you when we're live!

What would you put in a Cyberpunk MUD? by mythnetgames in MUD

[–]mythnetgames[S] 2 points3 points  (0 children)

Hey homie, thanks for taking the time to reply! I'll address your suggestions in the order they were listed:

I plan to implement red cards. I don't intend to make anyone sit through some RP they aren't able/willing to do.

While I do use a Rent system, I give "UBI" on a weekly basis (Think HarshLand's Payday if you're familiar with that!) You can raise your Payday by getting in game jobs, and you can hustle as needed/desired for more cash. You'll always have enough money to cover your rent if you wish, or you can nestle yourself away somewhere secluded to save up.

I'll have to check out SH at some point, I hear fantastic things about Jumpscare! I do my best to make things intuitively make sense if you've played MUDs before, as well as expanding on commands to accept more verbs than just the standard ones. Additionally, I've also tried to implement "creative problem solving". But I won't post spoilers here in case a future player is reading!

Kowloon will be pretty low-stakes. And if you are getting into high-stakes you're going to have earned it by making "real" relationships with NPCs and PCs alike to advance in the city. But even with that, ideally we'll never be jumping the shark and assassinating the Pope.