>wooohoo, go write a novel on this 8) > >my 2 cents would include the fact that it is just pure randomness in terms >of which MUD has more players. for example MUD A, regardless of code base >nad of modifications, will attract more people to it, especially new mud >players, who have never been on a mud before, just because it has on >average 10-15 people logged in, when MUD B with all its special features >and the fact that the admins spent a year modifying it, will not attract as >many people because the initial group of people that start playing it >averages about 1-3 people. >Talkers experience this all the time.... one day a talker can have 50 >people on, and the next maybe 2-3 people and of those, 1 is idle for 5 hrs. >Its sorta like the stock market in a sense. >The player population of a MUD also creates a special atmospshere, and it >is this atmosphere that keeps mudders coming back. There used to be a >circlemud called bluemage.... which was online about a year ago, which was >almost entirely stock.... although there were a few new areas, the only >thing different about it was that players could gain levels in all 4 >classes (mag,war,cleric, theives), and thus practice every single skill the >MUD had to offer..... other than that it was all stock , newbie daggers and >all.... >the thing that made it differnet was that there were so many people on >it... 4 am in the morning one could have about 20-40 people on..... people >would go in groups of 6 or 7 and go after chesspieces on the chessboard and >it was just fun and addicting.... compare this to a strange new world which >looks like nothing u have ever seen before, and in addition only 1 lonely >system admin , beggin u to stay on. > -dmitri players >>on at once, while I have to beg players to stay on. Smaug is a >>bells-and-whistles mud base, its very featureful, but if you want to do >>something other than what the Smaug programmers were thinking of, you are >>pretty screwed. Thus, it can be very limiting. But thats Ok for "most" >>Smaug administrators, because even though they wouldn't dream of touching >>the code, they know something we in CircleLand don't: They know that a >>generic mud base, generic areas, and a few non stock areas just for kicks >>will attract a massive playerbase with little or no effort on the part of >>the administrators. This is because there is a very different approach >>between the way Circle and Smaug view the mud world. Circle says, "This is >>a BASE for you to customize as you see fit, but it requires YOUR effort >>and imagination to make it good". Smaug says, "We have every feature you >>could ever need, and if you can think of another feature, you either don't >>need it or we are already working on it. We require no thought or talent >>to run or maintain, just unzip, configure, tweak (maybe), and go." >>But I digress. >>Basically what I am saying is that I used to get mad when a player would >>come on, and then immediately quit out, usually after about 2 minutes of >>activity. That player had maybe moved two rooms at the most, and in that >>time had somehow mysteriously figured out that my mud sucked and moved on. >>This used to piss me off, but now it doesn't because I learned what these >>players were doing. They were logging in, seeing that my mud was somewhat >>(re: completely) different from what they were used to, and then quitting >>out because it wasn't worth it to them to learn a completely new way to >>play. Seeing as I'd rather not cater to that class of mudder anyway, >>these things don't both me anymore. >> >>> Everyone wants change, at least that's what they say. Lets go to a >>> "different" mud, something that offers new features, new code. Ok, they >>> go there, then you see: >> >>An interesting thing about the english language is thaht "different" >>doesn't always mean "not the same". Eggs over easy and eggs benedict are >>two "different" things, but eggs are eggs when you get down to it. >>Players like different, so long as its "the same", which is a bad way of >>putting it. The best explaination is an example: Taking a stock mud base >>and adding on a couple of new areas to the stock zones is the kind of >>"new" and "different" that the players like. Hopefully, you get the idea. >>Note that when I say "stock mud base" I don't mean stock CircleMUD, which >>sucks. I mean stock ROM, Envy, Merc, Smaug, etc because although I think >>that they suck, they have alot more bells and whistles than stock Circle, >>which makes them "better" to play on. If a stock mud could ever be any fun >>to play on, which in my opinion it can't, but hundreds, if not thousands, >>of mudders keep proving me wrong. Its probably from my background as a >>player, most of my playing time was invested in a unique mud >>(tdome.montana.com 5555 actually) that was deemed "a hard mud" because >>learning to play it involved throwing out everything you knew about other >>muds and starting fresh, for the most part. I *like* that sort of thing, >>but sadly, most players apparently do not. >> >>> >>> Someplayer gossips, 'This mud sucks, I can't figure out how to do >>> anything!' >>> >> >>Just another euphemism for "This mud isn't exactly the same as X other >>mud, I can't deal!" So, the player can't deal, too bad, so sad. Read the >>help files or go back to playing in the Smaug sandbox. >> >>> or the more infamous: >>> >>> Someplayer gossips, 'There's a bug here, you don't have X' >>> >> >>My favorite response to this type of thing (as some people on the list >>have witnessed) is "Of course we don't have X, this isn't some lame MERC >>[Smaug, Envy, etc]" Seriously, my mud (Dark Pawns: pawns.guru.org 4000) >>has been around (open to the public) for about three years now, and I feel >>very privledged to work with the dedicated immortal staff of builders and >>coders there, you really couldn't ask for a better group of people to >>build a mud with. We only have one collective problem. We do things our >>way. Always. If a mortal wants to suggest a new spell or feature, or make >>a comment, we actively encourage them to use the bug, typo, and idea >>commands, as well as mudmail. As a coder, I do serously maintain and >>review those files (and the todo file) Because they are a serious source >>of input for the mud, lots of "cool" things on Dark Pawns started out as a >>one line comment in the idea file. Its a resource -- use it. >> >>> Then they leave, self-delete and go back to their merry, uneventful >>> life of complaining on some stock mud about wanting something new. Its >>> quite frustrating. So, the five dollar question of the day is how to keep >>> players on your mud in general? There's hundreds upon hundreds of stock >>> smaug muds, yet they have plenty of players. First people are biased >>> because of the code, then they won't learn the new features. If mortals >>> didn't make the game I would say kill them and be on with life. >>> Don't get me wrong, I love the Circle code base, and have been using >>> it for the past three years now. The problem is why won't new mortals >>> use it? >>> >> >>Well, aside from what I said before about generic mud players and generic >>muds, if you want to try to improve the relationship your mud has to >>prospective (new) players, you might want to consider the following: >> >>Is your character creation straightforward? >> Complex or confusing character creation can turn off a player before he >>or she even starts in your mud. >> >>Is you mud "newbie friendly"? >> That is, are the newbie areas easy to find, are the mobs easy to kill >>and the xp and eq decent? Are there copious help files? On DP, part of >>our "get more players" strategy was to redesign the newbie areas to be >>central to the city, and to make leveling from levels 1-10 "easy" (on a 30 >>level system). So basically 1/3 of your levels would be a no-brainer, and >>you'd have to work for the rest. >> >>Is the mud in general straighforward? >> Are all the areas that are avaiable for the players connected logically? >>Are the player character classes in balance with the game? how about the >>mobs? how about the equipment? Is the main city laid out in a simple >>pattern that is easy to understand? Are there maps showing the locations >>of the major stores and guilds readily available? Are there lots of help >>files? >> >> >>> Anyone else encountering problems such as this? If so, how are you >>> handling it? >>> >> >>Sure. I'd think most Circle-type muds have this type of problem, unless >>they have been running for a long time or have been lucky. So far, my >>efforts towards getting more players have apparently been successful, >>there were alot of people on the other day. :) You just have to realize >>that if you are going to try and run a "custom" type mud, you aren't going >>to be able to make the players want to play if they aren't inclined to do >>so. So the best you can do I think is to write code and build areas how >>YOU want to do it, and while you are at it, try to make it as >>user-friendly as possible. >> >>Well, this was kind of long and kind of rant-ish, but I hope I helped >>someone out there. >> >> >>-R >> >>R. E. Paret >>Dark Pawns: pawns.guru.org 4000 >>WHOD: pawns.guru.org 4001 >>http://pawns.guru.org/pawns >> >> >> +------------------------------------------------------------+ >> | Ensure that you have read the CircleMUD Mailing List FAQ: | >> | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | >> +------------------------------------------------------------+ >> >> > > > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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