>>> All in all, seems to me that Circle 3.0's biggest (just about only)
>>>flaw is the quality of it's world files. Heh, if this were an ad&d
>>>campaign, the DM would be taken out back of the house, and the shit beat
>>>out of him.
>>
>>A similar punishment should be handed out for even using the zones that come
>>with Circle for anything other than testing and examples. The world could
>>easily do without yet another CircleMUD with stock zones. Developing your
>world
>>from scratch should be given the same or even a higher priority than
>modifying
>>the code.
>
>Couldn't have said it any better!! Too many times I log into a mud and know
>exactly where to go and what to do. Even muds who "claim" to be so
>original, but they're filled with stock zones and contributed areas!
On the other hand, stock areas do allow people to learn
the mud more quickly. i.e. a few stock [newbie] areas
would probably be good (just be sure to remove any areas
for levels 5+ or 10+, depending on how many levels your
mud has).
That gives new players a chance to learn your mud's
features in a familiar environment.
Or, how about this:
You start out in the stock world, but only let them
advance to level 5 in that world, and then they have to
"enter" the "real world" (whether by a command, or a
portal, or whatever), where they can advance past fifth
level, but it is completely non-stock.
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