Hi. I just migrated from a ROM2.4 mud (DIKU / Merc derivative) to Geas. Already in love, but quite some questions & comments which will gather here. Also dragged two friends over here, who might also post suggestions and rom-geas strangeness. Eventually, perhaps the DIKU toggle might be expanded to give a more DIKU feel like appearance (if the imms agree on that ;p)
(note to self. Occasionally press save)
*Strangeness* (I'll elaborate the points a bit more later on)
- 1.* Lack of a Prompt: The prompt currently consists of '>'. I guess I could create a sub that replaces that with the last 'hp' I've seen. Also, adding something that shows whether or not you can execute a skill, or still have to wait would be nice. Prompts don't need to be as specific as here (giving your exact number of health points), a more general description, or a percentage will work fine. could be an example prompt. the [[+]] would mean you can execute a skill.
- 2.* Linefeeds (lack of). Following is an example of prompts and linefeeds used by a ROM mud. You also see a room title and an [[Exit:NorthSouthEast]] like line. Where it differs most substantially from Geas is the aforementioned prompt, and the empty lines between room desc and exit list, and between promt and room title. Currently I'm highlighting (You move to the %0) in Geas, to make it less dense.
<730hp 991m 380mv> look
A Dark Clearing
The ancient trunks of the oaks part here to form a large clearing in the
woods. Thick moss layers the ground, hiding the soil and giving a spongy
texture to the forest floor. Ancient rocks jut from under the covering of
moss, painted gray and red by lichens. The interlocking branches of trees
form a ceiling stretching over the large clearing, blocking most sunlight
from even this area. The clearing continues north and east, and a break in
the trees leads west.
[[Exits:NorthEastWest]]
A bull bjorcha stands firm, scouting for danger.
A small brown shura darts about the forest.
A large black spider creeps through the shadows of the oak forest.
<730hp 991m 377mv> east
A Dark Clearing
The ancient trunks of the oaks part here to form a large clearing in the
woods. Thick moss layers the ground, hiding the soil and giving a spongy
texture to the forest floor. Ancient rocks jut from under the covering of
moss, painted gray and red by lichens. The interlocking branches of trees
form a ceiling stretching over the large clearing, blocking most sunlight
from even this area. The clearing leads to the north and west, and a small
break in the trees leads east.
[[Exits:NorthEastWest]]
Inthithyn the Lord High General, Initiate of Ssthaltyas is here.
A giant tortoise is here.
<730hp 991m 374mv>
- 3.* Slighty chaotic system of information. (Vitals, Score, Stats could maybe be combined)
- 4.* Slightly tired sounds less fatigued then Extremely weary. Maybe having just 10 names would suffice.
*Comments*
- (Rodale)* Money in one's inventory should be shown in terms of exact numbers while coins in other person's inventories or on the ground should carry the ambiguous values they do currently. Or at least make such an automatic count based upon one's intelligence. (ArdanWen) I think that counting is already intelligence-based, but you could expand beyond 1-4, a few, many, heaps. Perhaps include 'a dozen' a few dozens, nearly a hundred, a few hundred' etc.
- (Rodale)* Combat itself should have a small echo which tells the player when their delaylimit has expired and they can freely execute a skill or miracle instead of having to guess the exact time. (ArdanWen) Yeah, that's somewhat fuzzy now. Could put it in a prompt.
- (JezZ)* Having all the system telling you where you can do something and when not would ruin the fun of the most experienced warriors... who have been training skills for ages and know perfectly the timing between them by experience... and would benefit newbies just waiting for mud to tell them where can they do something
As you increase your skill points... delay between uses will be shorter. So experience and enjoy, the mud helps players already a lot.
- (ArdanWen)* Thanks for the explanation, it solves some questions. Maybe I'll suggest it to some appropriate helpfile.
- (TrolloC)* Actually, i am more an oldbie but i do NOT know perfectly when i should hit with a special and when not (and i dont use time triggers by the way!) I often see the 'you are not ready yet' part. Just voicing at the 'know perfectly' remark
- (Rodale)* Reputation: It would be nice for reputation to be individually gainable between the different races or cities instead of having a single overarching reputation that blankets everything on the mud.
- (JezZ)* Well, reputation as it is right now only affects in religious matters, where you can use a miracle or not depending on reputation, or get more damage from one miracle according to how nasty your char is.
- (TrolloC)* More a general remark to reputation.
Reputation was the change from the old alignment (where we all at least OOCly can define who is a 'bad guy' and who is a 'goodie'. Sure it was foremost the basis for calculating miracles and their effects on something, yet I don't think that the current reputation system is at its end-of-development. More things can be associated to it like - gaining a higher amount of money if someone's reputation is higher and you are performing in an inn, or having a small price bonus by buying in cities etc. Also, area reputation could be more interesting too - someone could be hated in elvish countries but loved in dwarves (tree huggers dont love tree cutters usually ,) )
- (ArdanWen)* All in all, I'm getting used to the mud quite fast :).
Sat Feb 21 -
(ArdanWen) Back from a small hiatus (and some more mudbrowsing). Will be playing some more.