I think there is one simple aspect going for muds which has not been exploited enough.

June 19, 2015 12:36AM
A serious graphic based game needs to be installed on a serious computer. This means:
a) you cannot play it from work in your lunch break if you cannot install it on your work desktop. You cannot play it from a library computer, etc, etc.
b) you cannot play it from your ipad/notepad.

On the other hand a mud per se does not need much in terms of either computing power or disk space, only an internet connection is required and this is much less of a constraint then it used to be.

The problem right now is that it is impossible at least for me to play CF competitively without a proper client with aliases, etc. Setting everything up perfectly requires both some basic programming skills and experience with CF.

However, it would be quite trivial to create a purely web-based application that would allow to play the game competitively without a client, especially with a few simple changes to the game itself:
1) allow you define aliases and buttons for the most command combat commands.
2) perhaps simplify information processing to eliminate tedious things without negatively affecting immersionor combat. For example:
- show you the things affecting you without having to type affect. (Having to type affect and then searching for the interesting part in 10 lines of text serves no point. Also it makes sense that you know what hurts/affects you without having to take any special action.)
- get rid of "where" spam. You could be alerted of somebody entering the area or being close based on some parameters or possibly with a short delay (which could also depend on the entrant for example a sneaking class could be noticed later).
- have your position show up in some diku like map
- and so on.

With changes like this one could play cf on an ipad while riding a train or in a lunch break at work. That is something graphic based games cannot compete with.
Subject Author Posted

Interesting Read About MUD Popularity

ekirhal June 18, 2015 10:39AM

Since when can you read? Stupid whore. (n/t)

vladamir June 19, 2015 12:09PM

Ah. There you are ;) (n/t)

ekirhal June 20, 2015 05:06AM

MUDs are fine as they are, let them live or die by natural selection (n/t)

emptyhat June 18, 2015 11:56PM

Natural selection without mutations/experimentation never leads to anything interesting. (n/t)

semi_newbie June 19, 2015 12:41AM

As long as life continues to live, genetic mutations will take place. There is no natural selection without genetic mutations, because there's no death without life. It's the way it goes. So don't worry ;) (n/t)

Frosty June 19, 2015 07:19AM

True, but mutation is there already and always was (n/t)

emptyhat June 19, 2015 01:32AM

Mutations are there, check out the centaurs (n/t)

Kstatida June 19, 2015 01:25AM

Re: Interesting Read About MUD Popularity

PaulO June 18, 2015 12:30PM

I think there is one simple aspect going for muds which has not been exploited enough.

semi_newbie June 19, 2015 12:36AM

Other stuff

Elystan June 19, 2015 03:02AM

There is a protocol for this already, MSSP, GODWARS 2 is using it

zoskia June 20, 2015 03:09PM

All this information just needs to be updated if it changes.

semi_newbie June 19, 2015 06:11AM

Honestly all I use my client for is aliases and I've consistently been way clear of 50% PK ratios for a while.

Elystan June 19, 2015 06:14AM

It's standard scripting

Kstatida June 19, 2015 03:22AM

You'd have to be parsing the time out of the prompt to get the timers on affects. And wouldn't work until level 20 (or is it 10?) (n/t)

Elystan June 19, 2015 03:36AM

That is if you need to have timers on as well (n/t)

Kstatida June 19, 2015 04:06AM

Yes, make a protocol on an alt port (JSON) with affects and other info streamed (n/t)

emptyhat June 19, 2015 01:48AM

Hmm, I'd love to have such web-application (n/t)

Kstatida June 19, 2015 01:27AM



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