Great system and mud. The code covers practically everything you
would want, from player-created equipment, multiple magic guilds,
permanent player-summoned (and purchased) pets, and mine and castle
creation. The XP system is love it or hate it: You only get magic xp
by casting spells, you only get creation xp by creating things, and
you only get combat xp by killing things. I like it.
The mud used to feature lots of conflict, with almost hourly PK and
castle raiding. That made it difficult for new players without a
support team, but it also made the mud very compelling to play. Today,
the playerbase lacks that kind of dynamism, both to its size (about
half what it once was) and the evolution of super huge players, who
could easily wipe out a whole team unless they took significant time
to grow themselves.
With an increased player base Darkemud could be compelling to play
again. It certainly has the underlying code base for it.
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