TMC Reviews: Carrion Fields
(Review Date: December 10, 1999)
TMC Reviewer: Brandon Brown
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Mud Theme
Have you ever read the summary on the back panel of a book; then begun
reading the book to find that there is no similarity? To be honest, that's
how I felt upon entering the worlds of Carrion Fields. Before visiting, I
read an interesting (yet rather stereotypical) story on the battles of Chaos
and Order, located within the game's in-depth website. And then, entering
the realm, I find no further mention (except through the 'story'
command) of this epic battle. The realm picks up with a totally different
story: the battles of races and classes, and so on. So, beyond Thera's story
of creation, there is no essential theme - just a regular (or so it seems in
the beginning) life in the realms of Carrion Fields.
Ahh, but don't think that there's nothing to devote yourself to in this
world. Upon choosing your race and ethos, you'll be left to decide your
spheres and religion - which all narrows down to, in layman's terms, your
character's virtues. An impressive array of choices are presented to you,
allowing you to design your character's sphere in any way you see fit; let it
be the pursuit of knowledge, the valor of war, or the art of music.
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Mud Atmosphere
What is a MUD without her players? Absolutely nothing. This is
where I find Carrion Fields to excel in. A large base of
players, more than 80+ at normal times, most of which seem to be friendly and
helpful. I met a few amazingly helpful players, all of which took
me under their wing and showed me around, taught me the realm, and even
offered me a few maps that they had compiled. Upon one journey, I was with
two "newbies", who revealed to me (OOC) that they had been playing for two
years under various different characters. They find Carrion Fields so
enthralling that they continue to create new characters and try to advance up
again.
Unfortunately, the roleplaying atmosphere did seem rather non-existent
for many players. They seem quite content to simply "hack 'n' slash",
without any roleplaying. Upon a few adventures, my fellow companions were
discussing sound cards and game controllers, until I began to exaggerate my
roleplaying - I guess I made them feel guilty ;) Being a strong advocate of
rp'ing, I feel that players should do it on their own, not just
follow along with somebody who decides to roleplay.
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Mud World
An almost non-stock world is always enthralling, but only when the rooms
have descriptions worth reading. I found, upon travelling most of the world
outside (and partially inside) the main town of Galadon that very little time
has been put into describing the world. Upon walking through, directly
outside the town, I found the exact same description for nearly 25 rooms.
Granted, a few sections of a road may be the same in reality, but as
you get further away from civilization, wouldn't you assume the surroundings
would change?
The object database, though seemingly normal as far as standard mud objects
go, was vastly limited in quantity - which I found rather nice. Only a
certain number of objects would load in the realm, making it more difficult
to get what you wanted and increasing the amount of pkills necessary for
equipping your character. "You may have to
kill your neighbor for his armor", a help file claimed.
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Additional Comments
Lag was always a problem here, as well as system halts and various
crashes (or perhaps it was just a very long slowdown). I found this the most
annoying and ever present factor of the game for me (glancing down at my notes
right now I see every so often the term "Major Lag" with a couple of
exclamation points for emphasis). Granted, lag is not always the fault of
Carrion Fields and their equipment, but could also be the routers used to
connect my PC to the server. Following this idea, I always made sure to rotate
between three ISPs everytime I would connect - unfortunately, the lag remained
a very present problem with each connection.
The administrative staff (Immortals) were, as far as I could see, very
rarely present, and seemed to not play a major role with players, as
their help files incur. It's suggested that players ALWAYS roleplay and
ALWAYS follow their sphere and ethos to assume that you're always being
watched. Apparently the players (at least those I encountered) do not
follow this ethic. I did also encounter one or two administrators who felt
the need to play the part of an immature child, a few of those annoying types
who interfere greatly by simply being a problem to a player. Following and
echoing, etc.
The website itself is an amazing source of information and facts, and is
definitely a great starting place for newbies to the MUD. It features a
well-documented help section, as well as links to outside sources and help
files. It also details all spells/skills/songs, etc of the classes and
defines the races of the world. A must read for anybody new.
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Summary
Overall, a very interesting place to play. Though lacking a massive
role-playing environment in relation to it's imitators, it still brings out a
large world of intrigue and combat - enthralling any player who may dare to
venture into it's realm. So, if you're interested in a friendly world,
filled to the brim with features, quests, and interesting people, enter the
world of Carrion Fields.
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