Mud Theme
The areas that make up the Web are fairly consistant in that they fit into
a medieval-fantasy theme. They range from the standard and CAW zones, to
popular book based, to completely original. All are mixed together almost
randomly, but the builders have done a fairly good job in welding them
together.
This mud seemed to go to great lengths to get new players in a role playing
mood - from homepage to newbie tower. Creative bible-like passages adorned
the extra descriptions in the tower, giving a fresh way of teaching the
basics beside the old fashioned "type xxx to do xxx." Sadly, the only real
role-playing I witnessed was on a board, where players discussed their
choices of alignment and in-character grudges.
Changes in code have been disguised behind a magical comet's passing, so it
seems there is at least an occasionally active storyline to play by.
At the end of my review I asked a couple people what they thought the mud's
theme was. Their answer: fun.
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Mud Atmosphere
I had assumed that since so much work had been done with the homepage that
the mud would echo it's dark mood. After logging in I was assaulted with
yellow room descriptions, and the other colors of the rainbow were used for
mobs, objects, etc. I immediately lost that wonderful haunted-house
feeling and continued through the newbie area.
You won't be heralded by a shower of "welcome to our mud" chats when you
enter the game, and the entire immortal staff isn't going to trans you up
to God Central for a quick hello. This seems to be a mud suited towards
the average to experienced players, although help is available if you ask
for it. In several hours of play I saw only a handful of chats, most in
reply to newbie questions or to say public goodbyes. I didn't see any
flaming on the chats or the boards that went beyond light-hearted banter.
I didn't see any real tension between Imms and players except for one case
of a suiciding newbie: apparently one of the practice mobs was hitting too
hard for him, and the god online at the time countered the newbie's pleas
with silly banter. The newbie did suicide, but returned immediately after.
There were usually ten to fifteen people online at a time (US nighttime)
and a multiplayer limit of two. During the times I played the Web it was
normal for at least half of the people online to be too high for their
level to be shown on the wholist.
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Mud World
For those who like to explore, this mud is definitely for you. Upon
leaving the newbie tower there was one sign with directions to the main
city. There were only a few maps available with a note that more would be
coming soon. There was also an area list that showed what levels would
fare well in which zones, but you are usually left finding your way to
those areas on your own. Sometimes a difficult area is dangerously close
to a newbie zone, but if you're cautious and use the consider command, you
should be safe.
The newbie order (Genesis) is very close to the tower you entered through
and it offers a healer and shops. Directions for a couple of safe areas
are in a post on the Genesis' board.
The city is only a few hops from the newbie tower, as are the boards. It
is pretty easy to navigate though it's much larger than good/old (:P)
Midgaard. The descriptions do an above average job of letting you know
where you are (recall scrolls are pretty affordable just in case) and a
city map is available in 'help' format.
Cosmetically, room descriptions seemed to be in about the same format
throughtout the mud, so you won't be coming across very thin or badly
wrapped paragraphs. The spelling and grammar were both pretty error-free.
Colors are bright and varied so that you can usually tell at a glance
whether something is important enough to read or ignore.
Another thing worth noting was the mob programs. You can't hold down a
real conversation of course, but the Web makes good use of entry, exit,
event and speech triggers. There were a few problems with combat and
equipment imbalance, but grouping should get you past it.
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Additional Comments
Player room-building contests were posted on the boards while I was
reviewing. I really enjoy things like this, as it lets the players feel
more at home, gives the builders a much-needed distraction, and often the
players' rooms will spark a builder's creative streak too.
Another thing some people might like is the help system used on the Web.
Instead of scrolling through pages of text, you type help . For
example, you've just read page 1A ("help whatever") - to read beyond the
first twenty-or-so lines you have to type "help 1B", and etc until the last
page. Personally I like page parsing, although if you know what page you
need you only have to view a small part of the file.
On the down side, my first impressions were rather bad. I had always
believed that it was bad mudiquette to fight in a room where someone else
was already fighting. In the Web's case, it is technically legal to do so
as long as you don't attack the same mob. Policy states that you can't
camp in a room to get the mob - but even if you're active, the same rule
apparently applies.
The second downfall was the lack of an alias command. Zmud can be a nice
substitute if you play that way. Triggers might be a mess for you as the
Web often has several messages for an event. In spellcasting you might
lose your concentration, or maybe your nose itches or a fly buzzes near....
Levelling was also fairly difficult depending on the class you chose. The
utter newbie might get disheartened quickly by a rapidly inflating
experience table and few points for mob kills. (Experience is also gained
for success of a skill or spell.) It can be bought of course, but most
objects I saw in the shops were for level 5 and above. I know it doesn't
*sound* too difficult, and perhaps there are some insider's tricks to speed
things along. While I trudged through the tower one word came to mind:
monotony. As the first thing a new player sees it does a wonderful job
teaching the basics but not in keeping a player's interest. The battle
floors could probably be expanded some so that newbies aren't touching
elbows during the more crowded hours (and also to give something more to
look at for three to five levels).
The newbie training zone quickly became as difficult as any normal level
beside the obvious disadvantage of good armor and weaponry. At the upper
few floors it's almost too difficult on beginners, as some mobs can hit for
over half your max hitpoints (when wearing the eq picked up throughout that
area). I would reccommend starting two characters to play together or
you'll probably be in for a time consuming trip to the next level. Clerics
can be almost painfully difficult to level and warriors very simple. Race
also makes a big difference when it comes to how much experience is needed
to level.
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Summary
It seems that a lot effort has been put into making the Web safe for
children. The admin are very friendly and the Web advertises a lot of very
nice features, but it can be hard to level and explore them. While I feel
the mud is more designed for the average to experienced leveller, the
role-players will have only a slightly easier time finding people to
interact with given the Web's small and often quiet playerbase.
I don't think these pitfalls will last though. The game has a full set of
legends to grow into and the coding seems sound. As more people enter the
Web the role-playing barrier will dissolve. With time the admins will fine
tune the balance of the mud as they add new features. Overall I believe
Allusia: the Web of Deception is an above-average mud for its good areas
and pleasant staff.
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