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Author Topic: EmpireMUD: The Founding of Tradesea  (Read 27914 times)

Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #210 on: May 15, 2015, 06:14:07 pm »

It's should be just the firstname and password.
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Elephant Parade

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Re: EmpireMUD: The Founding of Tradesea
« Reply #211 on: May 15, 2015, 06:17:06 pm »

What should I do with the trees I cut down?
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Vgray

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Re: EmpireMUD: The Founding of Tradesea
« Reply #212 on: May 15, 2015, 07:03:22 pm »

Turns out I was getting the first name wrong...

Uh anyway, Udil Keltangak exists.

I'm sure that name translates to something hilarious or awesome, and not just lame.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #213 on: May 15, 2015, 10:41:29 pm »

What should I do with the trees I cut down?
Check "toggle political" if the section you're on is under our territory, you can just leave them on the ground and it'll teleport into our storage buildings.

Now that I have a better understanding of item limits, I'm upgrading the starter kit.
You can each get:
1 Copper Axe (Damage = Str+12)
1 Leather Shoes (Moves+80)
1 Backpack (Inventory+16)
1 Walking Stick (Moves+89)
1 Wineskin (For holding water)
1 Flint set (For torches)
1 Shovel (For various tasks)

All of these should be available at the Utility Shed (UU).
If anything's missing, Tell me and I'll make replacements.
You may request a copper dagger if you'd like.

Once you reach skill level 50, feel free to ask for better gear.

When you class (Reach 76 in two skills), feel free to ask for top level stuff. I'd be happy to turn those nocturnium and Imperium bars into equipment than let them rot in the vault and possibly get stolen.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #214 on: May 16, 2015, 09:42:18 am »

Okay, things just aren't busy enough and we're starting to lose skills from people timing out due to inactivity. Plus all the maintenance is cutting into other things I need to spend time on.

So by tomorrow: One of two things will happen.

1. Someone else takes over for all this.
2. I pledge to another empire, transferring everything over to that one.

Or I can just go inactive and wait a week for the empire to dissolve.

Make your decision.
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Tobel

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Re: EmpireMUD: The Founding of Tradesea
« Reply #215 on: May 16, 2015, 11:49:48 pm »

Well I was interested, but the negativity in the last few pages is disheartening. I'll poke around for a bit.
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Rabid_Cog

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Re: EmpireMUD: The Founding of Tradesea
« Reply #216 on: May 17, 2015, 02:48:46 am »

I don't think there is enough interest to keep this going. I myself have a bit lost interest in the grinding while nobody else is on. Join another empire, transfer anything valuable, put a note in the thread so that we can rejoin if we want to at some point in the future to help out (maybe they get in a fight?).
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Twiggie

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Re: EmpireMUD: The Founding of Tradesea
« Reply #217 on: May 17, 2015, 04:31:08 am »

I was going to give this a try, but now I find that I can't log in (Invalid name, please try another.) and it sounds like people aren't really interested any more
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Zeon-EmpireMUD

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Re: EmpireMUD: The Founding of Tradesea
« Reply #218 on: May 17, 2015, 04:28:33 pm »

If you're having trouble logging in, send me an email to zeon@empiremud.net and I can straighten it out for you.
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Yoink

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Re: EmpireMUD: The Founding of Tradesea
« Reply #219 on: May 17, 2015, 04:57:56 pm »

Did you try more than once?
Because I get that issue, every time I log in it says my name is invalid, then I try again and it works fine.
I'm Yorak, by the way, not that I play much.
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Zeon-EmpireMUD

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Re: EmpireMUD: The Founding of Tradesea
« Reply #220 on: May 18, 2015, 02:11:59 pm »

Can you guys tell me what would make the game more enjoyable for you?
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Twiggie

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Re: EmpireMUD: The Founding of Tradesea
« Reply #221 on: May 18, 2015, 02:22:51 pm »

Managed to log in on my mobile, might try again on my pc tonight...
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beorn080

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Re: EmpireMUD: The Founding of Tradesea
« Reply #222 on: May 18, 2015, 08:39:14 pm »

Can you guys tell me what would make the game more enjoyable for you?
Honestly? My personal opinion, based on seeing these changes work well in other Moos.

Remove the grind cap. At least the bonus points, and make it easier without them. Not saying get rid of the grind, that part is kind of fun, and makes a good way to balance things, but as it stands, it would take at least 10 days just to get your top two skills up to max rank, and if you try to level a bunch of stuff at once, it just becomes an hour long diversion for a long time before anything interesting can happen. The skill point limit for specific skills, the cost to grind crafting skills, and the method of getting skill ups are wonderful. However, really the only thing the massive penalty for training after the bonus points are gone is encourage me to leave the game running overnight with a series of macros and timers and triggers written to level me up.

A bit of guidance. The game is an amazing sandbox, but there is very little telling you what to do. With the limited movement, exploration is rather tricky, though not impossible.  Evidently there's some sort of dungeons in the game?

Other then that, the game seems to be great, just, early on, there is no incentive to play for more then 10-15 minutes at a time.
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ductape

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Re: EmpireMUD: The Founding of Tradesea
« Reply #223 on: May 18, 2015, 09:16:18 pm »

Can you guys tell me what would make the game more enjoyable for you?

increase things to do besides build empires...though in understand the sandbox nature of the game. Make more reasons for players to fight, make more fighting possible, make it more fun.
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I got nothing

Zeon-EmpireMUD

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Re: EmpireMUD: The Founding of Tradesea
« Reply #224 on: May 18, 2015, 10:33:45 pm »

Have you guys tried the adventure zones at all? We have I think 8 or 9 of them in game at this point and we're launching another one tomorrow.
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