I first came across Mordor through Mud Connector in the hope that it
would give a genuine JRR Tolkien Lord of the Rings style universe. It
did not disappoint. On top of that, it has multiclasses, in what at
first glance appeared to be an improvement on other muds. You have to
pick all of the 5 classes, simply placing them in your order of
preference. Then you gain levels more quickly in your first class than
your second class, and so forth down the line.
Mordor has a relatively good newbie area, and gaining levels is
really easy. You can gain in each individual class using 'autolevel'
to automatically gain, or else you can choose which to gain in with
the gain command. On top of individual levels, you also have an
overall level. For example you may be level 100 cleric, level 40 mage,
level 22 warrior, level 15 ranger and level 3 thief, but your overall
level is level 30.
Unlike other muds, Mordor goes further with the second (and later)
classes by giving a lower level of skill proficiency through training
depending on the level. On top of that (something that wasn't made
clear initially) the skills cannot be gained very easily through use,
and there is a definite cap on how high they can ever be trained
through use. Thus if you have warrior in a later class, you will never
be able to hit well with enhanced damage. Thus, whilst in theory you
can multiclass, in reality they are only lesser classes, not true
multiclasses. Warriors are still warriors, but can, in a pinch, cast
sanctuary on themselves and even heal themselves. Thus you are really
single class, or perhaps dual class, but with a few extra things as
well.
The questing system is such that you are not even allowed to quest
until you are a very high level, about level 30 overall, and even then
you get only 1 or 2 quest points for what are very difficult quests,
with quest items costing several hundred - several thousand points
each, thus making questing seem virtually pointless. At higher levels,
however, questing becomes easier, and on top of that, as a reward for
the easier questing, you get MORE points! Quests at level 100 can get
80 points per quest and be relatively simple while quests at level 30
can be nearly impossible for 1 point.
You also get a set number of training points per character, which
expires after level 5. But don't despair because you can gain stat
points through quest points - just a mere 22,000 quest points per stat
point. Based on a high level character getting 80 quest points per
quest, that's a mere 300 or so quests for you to complete - which
means just 6 months of questing for ONE stat point! Talk about
difficult! Most people train stats so that for all 5 stats they are
about the same level, 17 or 18, and go up to higher levels with
equipment.
Equipment increases stat points in part points, e.g. +0.2 wis.
Equipment is really easy to get, as you are usually fighting mobs of
10-20 levels higher than you (max xp is about 20 levels above you),
but you only need to kill mobs of your level to get good equipment.
Thus if you ever die and lose all of your equipment, you can quickly
get more stuff through killing mobs. This is a real plus.
After level 50, when you die, you have to go to where you died (did
you remember where you died? Is it possible for you to go back?) but
before then you can just get the stuff from the morgue near recall.
After that, it can be really hard when you die.
Charming mobs is really powerful, as you can charm 2 mobs up to 8
levels above you to fight for you. With remort priest you can charm a
3rd mob too, and most remort classes also have your own pet charmie
that you can summon at any time. Once you get to a level where you can
hire charmies, you become almost invincible in battle, and it becomes
really easy.
Grouping loses virtually no experience, thus if you ever want to
group, everyone on the mud in your level range will join you. People
almost never say no. Its a great way to meet people. Thus even if you
are struggling, you can just join a group and suddenly be really good.
Most people on the mud are pretty good, although there are a few
people who manipulate groups and don't pull their weight, whilst
making demands. The excuse 'clerics have to heal AND charm AND
spellup AND cast offensive spells AND fight' is pretty weak when they
aren't doing anything. Most people are helpful however, and will help
you out so that everyone in the group is doing something.
Money is at a premium, and is hard to come by, until later levels.
Oh and Mordor has this really unusual rule where you can not only
play 2 characters, but they can be logged on both at the same time! Of
course, they can't interact 'in any way', but its easy as pie to
get around that by using a second person to pass equipment and gold
from one person to the other, such that your second character becomes
super powerful from the very beginning.
As Mordor has been about for a while, most people who are there have
been about for ages, and have many characters, and hence are
ridiculously over powerful, in what is basically a cheatingly powerful
way. Everyone does it, so if you don't do it then you are at a
significant disadvantage.
The worst part of Mordor is when it comes to Player Killing and clans.
Mordor only has about a dozen or so clans, and most of them are evil
or else don't care either way. Evil clans will player kill anyone at
any time for any reason, and use the most despicable tactics
imaginable to do it. It is perfectly acceptable to sneak up on someone
while they are fighting a tough mob, or halfway through a quest, or
while they are grouped with others (the group members can't assist),
and the mud is coded so that they are not allowed to fight back. Put
simply, if you want to kill someone, you can, and they can't do
anything about it really. You feel like being a turd to someone? Just
go ahead and do it. If they try to fight back, they are not allowed
to. It is illegal and is coded so that they get in trouble if they try
to fight back.
Of course, most muds wouldn't allow this, but Mordor prides itself
on not being like most muds. Whilst anywhere else it would be called
cheating, on Mordor it is perfectly reasonable, and trying to stop it
is apparently cheating.
So for all of the beautiful world, the wonderfully detailed code, the
great game, the game is destroyed because in the end it encourages
cheating.
Its kind of like playing some onlinegames, where everyone can hack
the server and create duplicates of rare and unique items, and then
if you don't cheat then you get player killed non-stop and it ruins
it for everyone.
Mordor is just like that - it appeals to the lowest common
denominator of players, the people who delight in being long term,
knowing all of the cheats and bugs, and abusing them to their delight.
It is in essence an old boy's club. They love it, and they delight in
nothing more than abusing newbies.
Its little wonder that it has a declining playerbase when they
behave like that.
Post a comment
Comment posted on Thu Nov 1 22:20:00 2007 by Shazen:
Zordrac played on Mordor for a relatively short period of time and
did not look into the rules of PVP.
To elaborate, there are 3 'Good' alliances, 3 'evil' alliances
and 2 independent alliances. You must be at least level 50 overall to
join and alliance. Only those in an alliance are permitted to
participate in PVP combat. There is also an enforced level range of 10
levels either direction for PVP, to prevent level 150 characters from
repeatedly killing level 50 characters. A safe flag is also given to a
player that has been killed, giving them a 20 minute reprieve from all
hostile action, unless they choose to remove it themselves.
So if an allianced player is grouped with 5 non allianced players,
and is attacked, then the non allianced players are not allowed to
attack. They can choose to join an independent alliance and
participate in the combat. Or they can whine for days, try to take
punishment into their own hands and leave the MUD like Zordrac did.
Comment posted on Fri Nov 2 06:36:22 2007 by Zordrac:
I'd just like to correct that misleading comment.
First of all, I did check out the rules on Player Killing. Second of
all, I was not the victim of Player Killing.
I was in a group with 7 people of various levels, when the highest
level player was Player Killed mid-fight. On most muds when this
happens, all of the people in the fight are able to respond and to
help him out. On this particular mud this was not the case, and he was
able to be killed, while in a group, and none of us had the chance to
respond. Not only does the 10 level range protect low level people
from being wiped out, it also protects cowardly higher level players
from being able to be hurt when they attack groups.
The player in question had a weak character and could not beat the
player that he attacked one on one, and instead hid.
The rules, it seems, allowed for such a situation to happen, as this
was technically legal. The rules, as I explained, are rules that would
not exist on most muds. On some, which err on the side of player
killing, they would allow people to player kill at any time. On
others, which err against, the lower level players would be able to
assist. Never have I heard of a mud that encourages cowardly high
level players to behave like that.
Shazen, who is commenting here, is the cowardly player in question.
He has repeatedly stated many false things about what happened,
including the false assertion that I was the victim of the player
killing.
He not only performed this cowardly act, but ran a smear campaign
against the person who he victimised, as well as myself, which has
entered into real life.
Harassment, it seems, is encouraged on Mordor mud.
The sad part about this is that this person who behaved like this was
not even punished by the immortals. This says a lot about how Mordor
is run.
A place where you can be as weasly as you like and break as many
rules as you like, engage in real life harassment, and be encouraged
for doing so.
After all, if you dare to complain, you are nothing but a whinger,
and deserve to be banned.
Would you want to go to a place like that?
Comment posted on Wed Jan 23 11:19:13 2008 by Padan:
I have never seen you on mordor before, though i have taken a break
from mordor for a while. Since you have played there have been
more changes.
Mordor was going through a loss of Coders. Now we have two
great coders and things are being changed.
The multi assisting you're talking about. I do agree that multiple
characters should not be allowed. But i tested out a new code
implemented that does not allow you to give things to other
characters. I gave a character a sword to give to my alt, and it
wouldn't allow it.
PK, well pk, you cant pk unless you are in a clan. You can join the
freelance clans Merc or Loner, but there is a PK range of 10 levels.
So if you wanted to assist your groupie in pk you could have type join
loner and assist him if you were in the pk range.
We did allow lower levels to attack higher levels, but that
got out of hand because we had 4 people level 89 attack a level 100
after he was not allowed to attack them because of the level coding.
So we figured just keep it in the 10 pk range. Which is not bad, and
it does not allow us higher levels to go around and take out lowbies.
Which i do agree with.
Shazen didn't do anything wrong with attacking that guy and it was not
cowardly to attack someone in battle. I've seen far worse on other
muds. If you have a problem come onto mordor and talk to me, i'll try
and assist you. If you have good ideas to help the mud out that
would work too.
Padan
Comment posted on Wed Jan 23 11:31:16 2008 by Aysha:
As a longtime player of Mordor, as well as someone who was present at
the time of this event, I can realistically say that this guy is
highly incorrect in his assessment. He was correct in saying that
Mordor is built well, with a great staff who is continually working to
make changes and ensure that the game is fair. However, his take on
the rules of PvP are a quite wrong considering he never got high
enough on the mud to participate and screamed for hours on public
channels about how the event in question is 'illegal' - which is why
he was called a 'whinger [sic]'.
The rules of the mud for PvP are very clear. You can only participate
if you are in an alliance. If you want to help out others, join an
alliance. If you want to be left alone while hunting, do not join an
alliance. There are a few days dedicated as pk days, and if you do not
want to be attacked, either hide in your hall (although hall raids are
allowed) or do not log on.
To be clear about the event mentioned above - Zordrac was not even
complaining at the time about what he is complaining about in his
review. He was complaining that it is legal to attack someone who is
hunting with a large group and has a lot of spam from hunting. He
thought it was quite fine to attack someone in a small group. Its true
that hunting with a large group puts you at a disadvantage since you
can't always see immediately if you are being attacked, but you're
getting the benefit of hunting in a large group, so it is up to you to
weigh the risks vs. benefit in making your decision. Either way, you
have a prompt which can be set to display your hp and if it starts
going down then you can safely assume that you're being attacked and
flee from the fight and come back to PvP or go hide somewhere on the
mud.
Basically, Zordrac was expecting this mud to be like other muds PvP
and it was not, so in a very mature way, threw himself to the floor
and started pounding his fists. The great thing about Mordor is that
it is NOT like other muds. As long as you learn the rules you are able
to play well; breaking the rules is not tolerated. You are not allowed
to help your other characters so having many only gives you the
benefit of knowing how the different classes work. You are not allowed
to engage in PvP outside of being in an alliance - otherwise you could
assist in a fight but then be safe from all further retaliatory
attacks...thats hardly fair. It really is a fair system when you think
about it.
As far as Mordor being an 'old boys club' to a certain extent it is
true. You have people here who have played for 10+ years, certainly
paid their dues, and yes, are allowed to be a bit arrogant considering
how much time they've pushed their characters and yes, they're
powerful. It would be a bit sad if you've been working for 10 years
and had the weakest character on the mud - so of course the higher
characters are going to be more powerful than someone who has played
for a month - they know the mud.
However, you also have an entire alliance dedicated to help new
people, an immortal staff who pushes for new members and helps them,
answering questions and giving them eq to start out with. People are
really only unfriendly when new players start making demanding of
people, assuming they are entitled to everything they can get from an
older player who does not want to be bothered by them. (Or if the
player is me, I am highly unfriendly, but I usually don't go out of
my way to be mean to someone unless they're making demands or are
being either annoying or an idiot on public channels.) Even a lot of
the older players are willing to go out of their way to help new
players, despite a lack of gratitude received in return. If you're
courteous and not a complete tool, this is a great mud to try and is
very welcoming.