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MUD 4E(41) |
Werewolf protector
Joined: Sep 01, 2001 Posts: 13 | Posted: 02-04-2003 11:13  
Just my comments on the changes being made...
>Changes made to the database for release 4E(41)
>Censored-for-mortals version
>4. Players can now SWIM in any large body of water.
We can already SWIM in the sea unless we can now do it without a boat.
>7. New mobiles:
>o a UNICORN
>o the CAT from MUD1 is reintroduced
>o a BABY DRAGON now roams the main land. Players are fore-warned of its location by scorch marks on the ground
>o a WARLORD now protects the treasure in the keep
>o a new dinosaur - the BULBASAUR to keep the pterodactyl on the middle mountain company
Does the baby dragon have to be in the main land? When you're runnning around at the beginning of a reset you don't have time to keep checking your surroundings, and I presume if it needs warning scorch marks then it must be difficult to kill (especially if it has it's parent's ability to HAWUMPH). Also, do we need to have a pokemon in MUD and don't Nintendo have all the characters copyrighted or something?
>8. 2 new wiz levels: MYSTICS (protected personae wiz level) and UBERWIZ (a level between wiz and archwiz).
Who's going to wiz as a normal player when you can wiz much more easily as a pp?
>13. Players can now SABOTAGE <pla>. This will destroy a random number of items that the player is carrying. Warning, this will have a side-effect on the player carrying out the sabotage.
*prepares for novices and protectors to spam SABOTAGE <pla> at the swamp* I hope there is some sort of defence for this or the side-effect is very severe on the player commiting the sabotage because this seems unfair.
>14. The functionality of RING6 has now changed.
What was wrong with it's old function? Or is it's power just being reduced?
>16. Replaced 6 of the mausoleum puzzles with new, tricker ones.
They're hard enough already!
>17. Some new SYNS: SAB = SABOTAGE, MD = MANDRAKE, PO = POUR and PHEONIX = PHOENIX.
Are there SYNS for the stethoscope, manuscript or mortar yet? Is there a way ingame to see what syns a object has? SYNing players gives their syns but not objects it seems.
>18. Players can now DUNK <pla> whilst at sea to drown now.
We need a defence against this then or again it's unfair.
>19. DUNK <pla> in the tearoom is now trapped.
I hope this is a wiz only command.
>20. Some new objects: a WAND, a WHIP, a SHIELD, a WIG and an additional REED.
Don't make the wand as powerful as the one in the original MUD.
>21. The CAPE will now have a 1 in 5 chance of having a negative effect when WORN.
As long as this can happen to the vampire too...
>22. The vampire can now BITE players. If bitten by the vampire in a fight the player will receive a permanent stamina loss between 1-5.
It'll be interesting to see if this leads to vampire being left to last in a bash or not even touched at all...
Sorry for being negative, but I do like the rest of the changes
 
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Zalagar pioneer
Joined: Mar 05, 2002 Posts: 287 | Posted: 02-04-2003 23:56  
Personally, I'm hoping a number of the changes are just April Fools' jokes... but I DO have some interesting ideas regarding the 'baby dragon'...
 
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Theman cleric
Joined: Aug 31, 2001 Posts: 167 From: My chair
| Posted: 04-04-2003 14:51  
It would be more than interesting to this though...
[ This Message was edited by: theman on 04-04-2003 14:53 ]
 
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Candyman novice
Joined: Mar 25, 2003 Posts: 6 | Posted: 09-04-2003 23:42  
Are any of them for real?
 
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Crazyfool Wizard
Joined: Sep 16, 2001 Posts: 804 From: Llanelli
| Posted: 23-04-2003 21:42  
Im going to be honest.
I assumed they were all real and this is what put me off returning. If they are real, the game will not improve because of them. But I trust Foddys opinion.
I remember Arch Mages....You sicko.
 
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Havoc pioneer
Joined: Feb 16, 2003 Posts: 360 From: portland, oregon, usa
| Posted: 28-04-2003 01:12  
I've yet to see an update of mud introduce boring features.. Great!
> 6. An additional 4 tasks have been added. The grimoire refers to them as appropriate.
nice.. I'm very curious.
> 7. 2 new wiz levels: MYSTICS (protected personae wiz level) and UBERWIZ (a level between wiz and archwiz).
Hmm. Does this mean I have a shot at wiz now? What are the limitations?
> 9. BESERKERs from MUD1 are reintroduced.
I don't know quite what they are. Weren't they 200 / 200 / 200 stat novices..? Or are they supposed to be players that can't flee or auto-attack or something?
> 13. Players can now SABOTAGE <pla>. This will destroy a random number of items that the player is carrying. Warning, this will have a side-effect on the player carrying out the sabotage.
Sounds deeply suspicious. I trust Richard wouldn't introduce anything like this light-heartedly. A case of wait and see for me.
> 21. The CAPE will now have a 1 in 5 chance of having a negative effect when WORN.
Interesting. What's the negative effect? Cape-stam-increment-dillusion?
> 22. The vampire can now BITE players. If bitten by the vampire in a fight the player will receive a permanent stamina loss between 1-5.
Ha! That'll keep the presure up on the vials. I think the vamp's tricky enough as it is with all them summonings etc.
Does this mean I need to start playing again?..
[Havoc]
 
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Havoc pioneer
Joined: Feb 16, 2003 Posts: 360 From: portland, oregon, usa
| Posted: 14-06-2003 18:01  
When is the new version due? Anyone know?
_________________ Havoc
 
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Foddy Arch-Wizard
Joined: Aug 19, 2001 Posts: 138 | Posted: 15-06-2003 11:16  
Quote:
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On 14-06-2003 18:01, Malbery wrote:
When is the new version due? Anyone know?
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We're currently working on the new release, hopefully it'll be ready late-summer.
Foddy
 
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Vulnax explorer
Joined: Oct 19, 2001 Posts: 648 From: North West
| Posted: 02-07-2003 20:40  
Summer seems to be over now, so any sign of this version update to MUDii ?
V
 
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Armand explorer
Joined: Nov 20, 2006 Posts: 532 | Posted: 12-02-2008 13:54  
This thread makes me laugh
 
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