A constructive criticism on Armageddon Mud and how to fix it
Jul 25, 2017 19:03:30 GMT -5
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Post by magickermarco on Jul 25, 2017 19:03:30 GMT -5
1) An immersive world - Something absolutely new, with real difficulty. Arm now, like the real world it seems, is becoming to PC with the removal of certain words. A set of builders/storytellers that strictly create for the world. Have a set world plot started that the PC's may take the hook of or ignore if they choose, but at the very least give them something to do, but don't interfere with what they are doing, unless it's world reactions are appropriate. IMHO builders should be assisting the players in creating the worlds landscape, and working on new zones, areas, items and animals. Storytellers should be making the world snap to life and keeping the higher immortals in the loop of who's doing what, to see if there is some clash somewhere.
2) I have always thought the spell system was unique to arm compared to other muds, and that half the magical stuff that wasn't/isn't available to players now is astonishing. I'm more talking about the different reaches, the full magical guilds, I think that they took a step in the right direction, but ran a marathon instead of a 40 yard dash with the removal of the Elementalists, Sorcs, and Reaches. If they would have simply added in the NEW subguilds in addition to the existing full elemental guilds, it would have been so much better.
3) A working economy would be a must. Sure you will need dedicated rules on having players creating new objects, but the standards now is a bit strenuous with only allowing 1 Mastercraft per RL month. That's what merchants do, I would allow Merchants to make 1 Mastercraft every few RL days, as long as they roleplayed it out, had the proper resources at their disposal and sent in logs for creating it.
4) More Villainy, take out the omnipotent ruler classes, make players able to do what they want, have it based on "Clan" where there is a line of succession
and if the last "Player" person in that line of succession dies, the clan temporarily closes allowing another clan to pop up. Allow only a certain number of clans to be open, have the players write the docs for the clans, and have the players police the clans. I picture this similar to what real life viking clans were.
sorry will reread this later and try to elaborate.
2) I have always thought the spell system was unique to arm compared to other muds, and that half the magical stuff that wasn't/isn't available to players now is astonishing. I'm more talking about the different reaches, the full magical guilds, I think that they took a step in the right direction, but ran a marathon instead of a 40 yard dash with the removal of the Elementalists, Sorcs, and Reaches. If they would have simply added in the NEW subguilds in addition to the existing full elemental guilds, it would have been so much better.
3) A working economy would be a must. Sure you will need dedicated rules on having players creating new objects, but the standards now is a bit strenuous with only allowing 1 Mastercraft per RL month. That's what merchants do, I would allow Merchants to make 1 Mastercraft every few RL days, as long as they roleplayed it out, had the proper resources at their disposal and sent in logs for creating it.
4) More Villainy, take out the omnipotent ruler classes, make players able to do what they want, have it based on "Clan" where there is a line of succession
and if the last "Player" person in that line of succession dies, the clan temporarily closes allowing another clan to pop up. Allow only a certain number of clans to be open, have the players write the docs for the clans, and have the players police the clans. I picture this similar to what real life viking clans were.
sorry will reread this later and try to elaborate.