>>> 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. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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