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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