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Post by ATB Staff on Apr 4, 2017 6:06:00 GMT -8
When the Imp and Founders first sat down, we made a list of all the things that we thought had gone awry in other MUDs, and things we wish we hadn't done in prior MUDs, and things we liked from our past experiences. We came up with a list of things - lots of things! From admin to creation to player interface to player experience we came up with so much stuff. Since we're creating a game that we want people to enjoy, and it's from scratch and we can do literally anything that makes sense, we thought we'd ask: What would you like to see?
The poll is a general starting point so we can make sure our initial focus is balanced. However, we know there are so many gamers out there with experience as well. We'd like to know what makes you happy, and what frustrates you, not just in MUDs but in MMORPGS, console games, tablet/phone games (like anything you can download from Google Play, etc.).
Please keep this discussion general. Please don't call out other games, admins, players, people from your current or past experiences. We believe there is plenty of space for gaming, and we would like to be a friendly, open, creative source for everyone to enjoy. An example of feedback might be, "In one MUD I played, there was this six-step quest that took me three days to complete with a party of six - great adventure, but the payout was light," or "When I'm playing an MMORPG it really bugs me when there's a cut scene that tells me what my character is doing instead of letting me make a choice," or "I once spent a week looking for 'easter eggs' just so I could say I found them all."
So let's pull up a virtual chair and have a chat. Toss out your feedback on gaming experience, you never know where it might lead!
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Post by slysven on Mar 29, 2018 10:16:35 GMT -8
It might seem silly but I think some of us will need a refresher on how the World portrayed here is - after the breaking, that is. Given that this MUD seems to be operating in a setting that has some connection to a {Copyrighted} work - how much can a player take from things they might have read about and how much is custom-made up? How far "After the Breaking" is this MUD to be set?
That last question has a bearing on whether there ought to be a short-cut system via Waygates, according to cannon they came about by Ogier using the Talisman of Growing given to them by the last Male Aes Sedai, who presumably had been sheltering in a Stedding. Given that the period of "After the breaking" ended with the start of "The Trolloc Wars" about a millennium AB and that the Ways were not haunted by a malign entity until "The Fall of Aridhol" in the middle of those wars, they should be a much safer way to get around the World than in later times...!
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Post by ATB Staff on Mar 30, 2018 17:06:01 GMT -8
Our time period is a few hundred years AB - our story outline has us as civilization is starting to be, well... civilized. The Ogier are constructing Tar Valon as we speak, for example. The Ways are set up to not be at all tainted, and there is a lot of play between what we "know" vs what we "think" happens thanks to hints dropped in the book series as well as about oh, say, nine pages in the big white book itself. There's a lot of researched fill in the blanks going on.
For example, we know that Forgotten Braem is more than a forest AB; it was the site of one of the largest cities of Coremanda, though not the capital of that nation. In our universe the city exists and is a multi-layered stronghold of the original settlement that grew into a town that became a city. Caemlyn from the books doesn't exist, but Hai Caemlyn does, and we know that Hai Caemlyn became the Inner City as we see it in the books. There's a lot of things that we have built in where someone who read the books will say "hmm... that seems... familiar? foreshadowing?" but because we have non-book characters and follow canon as established, we have a lot of latitude in how that is expressed.
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Garen
Beta Testers
Posts: 38
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Post by Garen on Mar 31, 2018 6:41:00 GMT -8
I can't speak for the Boss here, but I do feel comfortable in saying that one of the main reasons that the Post-Breaking timeline was chosen was to allow for freedom in RP, storytelling, and world-building. We use the ground rules and sandbox that RJ provided for us, but also have millennia to do with as we please. As mentioned, there are few canon-specific outlines of what happened in the Ten Nations era, and outside of the Manetheren and Aridhol stuff, there are lot of blank slates. Lots of hints peppered throughout the series - cities and lands that changed names, the ruins of greatness, etc.
We have a lot of time to play with, but also bear in mind that maybe the Trolloc Wars don't come about exactly as written in the series. We might be living in one of the Mirror Worlds that exist simultaneously across all possible futures.
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Post by olivia on Mar 31, 2018 13:13:42 GMT -8
More quests and more monsters would always be dope. I really enjoy dungeon crawling so it'd be awesome if there was some form of it in the game.
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Post by ATB Staff on Apr 1, 2018 7:30:17 GMT -8
Hi Olivia! There's a new section opening including a tutorial quest adventure with multiple possible endings, so that not everyone gets the same rewards/storyline arc when completed. Additionally we should be opening three new adventure zones by the end of the week, and if time permits the new crafting system is going in. It's been a busy week...
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Post by slysven on Apr 2, 2018 10:37:57 GMT -8
Also, the mysterious Portal Stones that sometimes link to alternate worlds and places in uncertain ways in Rand's days (or lead channellers to overdraw the One-Power) were in a better state in this time-frame as well, they were actually known about, as it was studying their operation that lead to the creation of the Talismans of Growing that created the ways!
Talking about overdrawing - is it reversible? It is hard to imagine that curing it is not possible although WoTWiki does point out that "Burning-out" is not the same as "Stilling" or "Gentling" and that it seems that to restore full capabilities after the latter requires a channeller of the opposite gender in Rand's time. Given it is such a serious condition for female Aes Sadai one is tempted to guess that it is not something that they would deliberately forget so it seems likely it would require a trained male channeller and of course those are (safely) non-existent After the Breaking...
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Post by olivia on Apr 3, 2018 2:12:27 GMT -8
Hi Olivia! There's a new section opening including a tutorial quest adventure with multiple possible endings, so that not everyone gets the same rewards/storyline arc when completed. Additionally we should be opening three new adventure zones by the end of the week, and if time permits the new crafting system is going in. It's been a busy week... Awesome! Looking forward to that. A quick question, will it be for new characters only? Or will we be able to play with existing characters?
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Post by ATB Staff on Apr 3, 2018 7:00:39 GMT -8
The tutorial adventures are designed for levels 1-3, so those won't be accessible to established characters. However, we are also reversing them so that a mirror of the area exists for any character to access. For example, at level 1 you might go through the trolloc camp escape adventure. Once finished, though, you wouldn't be able to do that again, but you could re-enter the camp and do other things. The camp you re-enter is scaled for higher levels, looks like the one in the adventure tutorial, but does not have the same level of NPCs as the adventure tutorial. This way we get to make the tutorial areas part of a living, breathing world. Make sense?
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Post by ATB Staff on Apr 3, 2018 7:03:45 GMT -8
Also, the mysterious Portal Stones that sometimes link to alternate worlds and places in uncertain ways in Rand's days (or lead channellers to overdraw the One-Power) were in a better state in this time-frame as well, they were actually known about, as it was studying their operation that lead to the creation of the Talismans of Growing that created the ways! Talking about overdrawing - is it reversible? It is hard to imagine that curing it is not possible although WoTWiki does point out that "Burning-out" is not the same as "Stilling" or "Gentling" and that it seems that to restore full capabilities after the latter requires a channeller of the opposite gender in Rand's time. Given it is such a serious condition for female Aes Sadai one is tempted to guess that it is not something that they would deliberately forget so it seems likely it would require a trained male channeller and of course those are (safely) non-existent After the Breaking... That's a lot of foreshadowing for the opening of Tar Valon. In our time frame, it is possible that there are still male Aes Sedai taking shelter in the Ways, for example. And as Garen pointed out several months ago since the Oath Rod seems to be tied to the accelerated death of Aes Sedai, and the Oath Rod wasn't made until After the Breaking, it's possible that there are Aes Sedai still alive who come from the Age of Legends. Who knows what information and Talents may exist...
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