Nanvaent is the MUD of choice for me for many reasons. [quest and
kill medieval setting mud]
DETAILS
There is great detail in a concentrated way for most areas.
You will often notice ambient messages, nearly always varied [you
won't see the same exact ambient msg repeated over and over]. The
environment can be heavily examined and often this leads to quests or
new areas or just fun surprises [ and deadly surprises].
There are varied texts for many thing, although not everything. For
example, one monk skill, slam, has over 40 random descriptions that
can be generated during it's use. Although it is not one of the most
colored MUDS, it certainly has many colored texts, especially for
important texts.
Races are generally quite different and unique, rather than simply
different cosmetics and stats [ not always though ] Many races
have unique commands and some have unique equipments they can wear.
Even the best players/creators who have played forever still only know
probably 80% of the game, there are incredibly large amounts of
secrets, secret areas, etc although not always useful or good [aka
deathtraps].
QUESTS
There's a wide variety of quests that are very unique and
designed to be realized and solved by the play as they play [Partly
Nonlinear]. The rewards ranging from befriending npcs who will aid
you, to powerful items or skills that you may keep, to a simple thanks
=P, all quests give quests points which increase skill. While asking
for quest info in public is discouraged, if you have trouble, most
players are willing to talk with you privately to provide aid.
GUILDS/JOBS
The different jobs[guilds/classes whatever] are designed
to be unique from each other, and generally feel that way, basically
meaning that each job will bring a totally new experience and style of
play as opposed to 'different' jobs with nearly similar skills named
differently.
All the standard jobs[fighter,wizard,knight,cleric,thief,bard] are
there, with many more unique jobs such as necromancers, monks,
foresters, barbarians, wolf pack, and elementalists. While some
guilds such as necromancers are 'subguilds' each guild has its own
separate skills, which will not carry over. Necromancers aren't a
continuation of wizards, they have their own skills and lose their
wizardry, wizard too have their own skills for people who choose to
stay wizards.
ENVIRONMENTS:
Built from scratch basically, many unique and large environments,
while areas may not be large from a simple run, they often have
multiple hidden, or connected areas that increase their size and
complexity. Night/Daytimes. Weather [often but not always
cosmetic], diseases [bad, very bad]. Complexity and detail are key.
COMMANDS: There is a pretty powerful alias system [ one of my
turnoffs to a MUD is a weak alias system ] that allows aliases within
aliases, and multiple chained commands. Syntax feels pretty natural
most of the time [ open with , put in , get all , 2
, and 3 -> third z in the room]
RPIN: Rping is rather weak, if done, it is usually done/implied
through soul/emote commands. It is allowed but not enforced in any
way. This is for personality RPING, jobs are very well built and
realistic in many ways, thieves can mug and steal items from enemies,
NPCs necromancers raise will be intact with their skills/race and can
be given commands/equipment rather than simply transforming into
generic zombies etc.
Players: There aren't as many players these days, the average being
around 10-20, which is the purpose of this review. =P
Most have quit from overplaying the mud so they can get on with their
lives. Generally, players are friendly and even playerkillers/
serialkillers will help you with information and knowhow [ until you
get into their range ( within 10 levels ). However since the motto
of the game is: explore and discover, some people tend to tell you
this rather than giving help. It is true that its .often. more fun
to find out things yourself rather than having it ruined, but if you
really need to know, try asking different people privately.
Gameplay: Food and drinks provide healing, but aren't required, you
have a health and energy bar which decreases as you get hurt [you can
not know exact damage dealt, and exact current hp/energy] degrees of
damage are shown through messages [ you cut/slash/lacerate/create a
gaping wound etc]. Stats are chosen by the player and slightly
effected by races, stats heavily influence abilities. There is a VERY
VERY wide range of choices for race, and uniqueness is attempted. NPCs
tend to be well designed and well descripted, often they have several
unique messages or descriptives, and many die deaths specially
described for them rather than just 'you kill x, it dies' Combat is
in rounds and is fought automatically leaving the player to use
special skills, switch attack modes, use items etc. Mud clients,
triggers, etc are allowed, as long as it isn't used to play FOR you,
to cheat [multiplay where characters interact with each other], etc.
PlayerKilling is allowed within 10 levels, a killer becomes bountied,
and many kills will make them a serial killer [ANY level player can
attack the serial killer], there are safe grounds protected from PKs.
All jobs/guilds are well made, unique, and balanced to be powerful.
All the jobs play like you would expect them to, and all jobs are very
good/powerful. While there are no bad/weak jobs, the playing
difficulties of jobs do vary.
I dunno what else to say really, so here goes anything else i can
think of. The strengths of this game are in the gameplay,
descriptions, and quality, its weakness might possibly be in RPing, it
is slightly hard for unskilled players since it only gives 9 lives
[more can be bought], it is extremely complex in areas and
descriptions [makes quests harder, and newbies get lost very very
very often, even advanced players can find themselves stuck in an area
than most people have not seen or heard of]. Creators/immortals
usually don't interact directly in the game.
Give this mud a try, and make sure to try the various guilds, while
you may not like most you play, there maybe be one that you enjoy
greatly because of the different playing styles. (make sure not to
throw away the newbie guidebook, it's useful)
Btw you might see me: Kuch/Shini/Sait/Shift/Shirk
Post a comment
Comment posted on Sat Jul 23 08:21:03 2005 by Tamsin:
What an excellent review from Kuch.
I would like to add that this as is an English based mud, so the
humour is as such.
For people based in the Uk and on the continent, the server lag is
minimal and most of the players are during UK & European time zones.
This is a refreshing change for me as I've only ever played on US
muds before.
I thoroughly enjoy creating new areas and monsters for this mud and
there is always scope to let your imagination run wild :)