TMC Reviews: Wheel of Time
(Review Date: November 16, 2000)
TMC Reviewer: Nicholas Herber
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Mud Theme
The foundations of this world are based upon the Wheel of Time books by Robert
Jordan. It is a fantasy world made up of non-stock areas that fans of the
series are sure to recognize. You begin in a "circle of light" that gives you
access to cities such as Caemlyn and Amadicia. Once you leave the circle,
then you can never return. There is heavy emphasis on combat in the game,
especially against a Channeler. There are commands for taking people hostage
as well as the regular player killing options, all without any sort of level
restraint. The action on there can be very swift, but also very interesting
if you can keep up, but that leads into the atmosphere part.
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Mud Atmosphere
For the most part, this mud is a friendly one it seems. The immortals are
helpful and courteous, and if you ask for player help, you will likely find
it. There is no shortage of players, with the low around forty-five and the
high just tipping over one hundred at night. The helpfile system for newbies
is somewhat frustrating, since it is just one huge helpfile broken into
subject headings. I would have found it useful to be able to call up segments
of it at a time. The website, however, is quite sharp and does have the
helpfile for newbies stored in there, which makes it easy to use. The website
includes a great deal of info, as well as some nice graphics. I found it very
helpful in getting me pointed in the proper direction. There was a lot of
chatter in the time I was on, literally spamming me like crazy so even
helpfiles were a challenge to read. There was also some swearing and such
going on, so for those offended by such language, they might wish to be
prepared. I did like most of the areas. Rooms were well described, and there
is a strong sense of role-play, if you can find the right people, and with as
many as they have, I found that not to be a large problem. There is a very
strong sense of group effort here as well. Standing alone is very challenging
to say the least, and makes you an easy target if you are not careful. Still,
I enjoyed the atmosphere, and while not having read the books, according to
many of the players, the theme of the mud was very close to the stories, and
they enjoyed that aspect a great deal.
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Mud World
This is a pretty large mud, sporting a large number of rooms and areas, and
none of them are stock, which is important to me. Now, they advertise an
average of 100+ players, which I seldom saw, and during day hours, that was
not even close many times. My first logon, there were forty-five on there.
The who list is also a bit deceptive in this regard, because it shows linkless
people on there as well. They only have five rules, but they cover a great
deal of ground. There is no multi-playing allowed, and you are not allowed to
switch characters right away either; there are time frames that must be
observed in between. There is wide-open player killing range for those who
enjoy that. They claim extended race and class selection on their TMC page,
which I find interesting, since there really are not that many classes or
races permitted. Equipment is saved, but only if you find an inn. I
personally like that idea, but I also know I have to quit on the spur of the
moment, and lost eq a few times that way (got to love kids), so I did find it
quite frustrating as well. The design is good though, with no real bad bugs
or crashes when I played. Things ran very smoothly most of the time I was
there, which is a tribute to the code in my opinion. The most innovative code
in the world is useless if you crash every couple of hours.
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Additional Comments
Wheel of Time is not newbie unfriendly, nor would I call it newbie friendly
either. They claim it is not a 'hold your hand' sort of mud, but there was a
time or two I felt like I was being fed to the wolves as well. If you make
fast friends, you will come out all right, but there is no newbie school or
any form of training grounds to help with command familiarity. Also it is
rather easy to lose eq early on as well, which can be frustrating for someone
who does not know the mud inside and out.
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Summary
I did enjoy this mud, and I thought they had several innovative concepts. I
would like to spend even more time on here, then try the more advanced race
and class combination, and see how that goes. I would say that if you are
interested in player killing and look for large player bases, then this mud
might be for you. They have been open since 1993, and Wheel of Time seems a
very polished product. On the other hand, if you are strictly into
role-playing, or do not enjoy player killing or for that matter do not like
huge hordes of players, then you might very well find Wheel of Time somewhat
intimidating. This mud has a great deal going for it, and as proof, just look
at how they have accrued several awards and a huge fan base. I would say they
are doing something very right, but that it is a taste that will not suit all
comers.
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Comments from Nass, representing the Wheel of Time Administration
... Just some small corrections, as the reviewer obviously reviewed it a
few
weeks ago, and not only have some of his points already been solved but he
may
not have had the time to get a true picture of the mud!
- "There was a lot of chatter in the time I was on, literally spamming me
like
crazy so even helpfiles were a challenge to read" - in fact, only 2 weeks
ago
we made it so that newbies have globals off by default. So either he
reviewed
the mud before that came in, or the reviewer turned on globals himself, in
which
case surely it was his own choice?
- You cannot actually see the number of players that are there by just
logging
on (when you log on you only see the numbers on the side that you play, ie
not
the enemy or the immortals. So seeing 50 on the human side is meaningless
=).
A better, and more accurate place to look for player numbers is http://wotmud.org/num.php
- "The who list is also a bit deceptive in this regard, because it shows
linkless
people on there as well" - in fact, this is true only for 5 minutes, then
they
get automatically removed, and the linkless people are not included in the
count
at http://wotmud.org/num.php
for the very reason that it's there that we take our numbers from. Note:
only
updated every 10 mins, and only valid for that reboot (every 12 hrs).
Keeping
linkless players on the 'who' list reflects the also intra-race nature of
the
PK, as we have had cases of people seeking to escape death by cutting
link,
and we think that's a bit lame and an easy escape that needs some form of
redress...
So we keep them on 'who' for a bit so that they are still a valid target.
Personally,
I also think linkless players are also due to the large number of logins
that
we have via our website, especially from people that just don't like the
idea
of a mud and kill the applet page rather than typing quit (which requires
a
tiny bit of mud knowledge).
- "The helpfile system for newbies is somewhat frustrating, since it is
just
one huge helpfile broken into subject headings" is only part of the story.
We
have one help called help newbie, that is indeed 13251872618268 miles
long.
But it is also on the website, at http://wotmud.org/game/help2.html,
where it's all nice and pretty and segmented too =). But we also have
every
individual help, ie help eat etc, that is segmented, whilst when you log
on
there is also a talk by the guardian covering the most basic things. On
top
of that there is a new clan, just introduced two weeks ago, the Mael
Mahdi'in,
that exist solely for the purpuse of helping newbies.
- "They claim extended race and class selection on their TMC page, which
I
find interesting, since there really are not that many classes or races
permitted.":
Fades and dreadlords were both seen fit to be described in this way as
they
correspond closest to what is traditionally known as extended race and
class
selection, perhaps the reviewer didn't have a chance to look at how they
come
to be...?
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