I could say a lot about AU, much more than would fit in a review. The following is just the first things that come to mind when I think about the MUD. For more information, please check the website (http://www.tharel.net) or visit the game itself - we'd love to have you.
THINGS I LIKE (in relation to...)
players:
- Even with a fairly small playerbase of all different types, I frequently come across someone I don't often have much to do with (or even avoid) and discover that roleplaying with them is actually very rewarding.
staff:
- They are dedicated to working on the game. There's always new code being worked on, ideas in planning, areas being built. Even if things might not be implemented tomorrow, they can be expected in future, and there's always a lot to look forward to.
themes:
- There's a main focus (a powerful artifact) that everyone can take an interest in, work towards, and shape roleplay around. Bits and pieces of the artifact come into the game regularly, some as roleplay, some to give rewards, and some to have interesting effects on other characters.
world:
- There are great original areas with character and depth, many helping to shape the roleplay of characters and religions. They're all fun to explore; many are fun to hunt and quest in, and there are plenty of fun places to take all sorts of roleplay as well.
code:
- There are frequent updates, both for large projects (tradeguilds, advanced quests, new class skills, etc) and smaller, neat little skills that can really enhance the game.
THINGS I DISLIKE (in relation to...)
players:
- Many players use IC skills and actions in OOC ways to avoid disadvantages, for example 'sparring' enemies in order to avoid the IC repercussions of attacking someone else, sharpening weapons for enemies by OOC agreement because there are too few sharpeners of some alignments, hunting with enemies because it's more difficult to level alone. It causes problems for witnesses and the IC environment in general.
staff:
- Though some player requests receive a quick response, others can take too long. The reasons might be good (time differences, RL commitments, etc) but it can be frustrating when a simple request drags out for days.
themes:
- Though there are major ongoing conflicts in the game, there are often periods where nothing seems to be happening. Everyone seems content to be friends, there are no important threats or challenges to drive the characters.
world:
- Some stock areas remain (to be replaced in future), and especially compared with the current area standards, a few are really bad. Unfortunately, they're low level areas and commonly visited...
code:
- The death system in particular (though I think it's common across a number of MUDs), and perhaps a few other aspects, can be really frustrating and difficult for new players, often something they can't get through without a great deal of help. At quieter hours, or when there aren't many/any high level characters about, the necessary help can be hard to come by.
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