For all you MUD players, I have a question that's actually been confounding me for quite some time.
How on earth is grouping handled, from the experience of a player (and I guess, "how is it designed" but it can vary per mud so I'm looking at how it is in general)? And what I mean by that is, is it that as a healer you have to type the command to heal someone each time in the midst of combat? Is group info blurted out at important intervals (stuff like "That player looks really hurt" would be shown at low HP)? Is it just a zerg? Similar to Everquest? etc.?
I've been wondering about this, and I have seen a few MUDs advertising that have grouping in it but have not exactly seen any example of it in action as of yet.
Comments
If you want to play a mud as a healer then you need to do a lot of research and see if you can find one. Because muds evolve around characters having the ability to do a lot of things. Healing is a waste in 90% of muds.
How I handled bosses as warrior. I would ask a mage friend to help and he would summon mobs and charm them so they would tank the boss. A lot of muds allowed the warriors/thieves to learn spell schools but they were much higher level to learn and cast at 1/3,2/3 level. So Warriors could cast sanctuary spell at lvl 40 but a cleric could cast at lvl 15 and mage cast it at lvl25. Mages/Clerics would cast at their lvl. It would also be possible to make clerics cast certain spell schools above their level or gimp the mages when casting cleric school spells.
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I guess you could have fun playing the mud on your own server alone. But it offers no story or anything its just a world for players to interact.
It is sad that you had to point that out.
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Its basically using windows for different stuff similiar to a chat tab in the mmo's. If you took the time to make a client like this then I would also suggest that you have tintin commands. That way the players can remove lines they don't want to ever see or highlight words and make triggers as well. The easy way to do this would be server side. Allow multiple connections per character and let them choose what will be displayed on each connection.
So I would basically use a client but open up like 4 different sessions. I would then make one of the clients only display my hp and group. Another display would show all my combat. Another display would show who is in the room and the room description. That might be easier then making a client.
I did think of several ideas for handling parties thanks to the discussion here. As for clients, I don't think I need to make my own; I'm rather fond of Mudlet right now. (I've heard of Tintin, but I wasn't aware that there were specific commands. I'll have to take a look at it).
Oh I know. I've played a lot of FFXI in my day (since launch, stopped after a while), and even enjoy Everquest p1999. But I am also aware of the flaws they presented on a system level. Some games did attempt to address the flaws but in my opinion they sort of missed the mark. I absolutely love playing with others in my games! However, developers know the one simple fact: people just want to play the game. They design a way that works for their games, and I give them kudos for finding something that works for them!
And of course, I look at these flaws and benefits and look to see how I'd approach it myself...
You will be very disappointed.
Again, thanks for the replies. Makes it all the more fun doing this and makes me want to continue this side-hobby project of mine.