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Author Topic: EmpireMUD: The Founding of Tradesea  (Read 27913 times)

gomez

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Re: EmpireMUD: The Founding of Tradesea
« Reply #225 on: May 18, 2015, 11:26:11 pm »

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

Shops would be cool. As a crafter I should be able to sell stuff I make to the tailors or the carpenters. I should be able to purchase leather from the tannery. People who like killing animals should be able to sell the skins and meats.

The Cities should have a treasury to allow shops to be able to buy and sell things.

Also player owned shops would be awesome.

At the moment our cities are like communist communes which is nice, but Capatalism is more !!FUN!!
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ductape

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Re: EmpireMUD: The Founding of Tradesea
« Reply #226 on: May 18, 2015, 11:36:05 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.

No i wouldnt have any idea where to find something like that. I mainly just wander around and kill random spawns. Maybe you should think about how to improve that experience.
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Zeon-EmpireMUD

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Re: EmpireMUD: The Founding of Tradesea
« Reply #227 on: May 18, 2015, 11:42:25 pm »

In the newbie guide we ask new players to read under the "info" command, we make references to the nearby and adventure commands, which tell you where any nearby adventures are and give you information about a currently entered adventure, and some of the adventures even spawn inside your cities. How do you think this could better be presented to someone who approaches the game like you do, ductape?

Right now, most of the commerce is aimed at other empires through the trading post and the import/export system, gomez. Just to clarify, do you mean selling to people within your own Empire?
« Last Edit: May 18, 2015, 11:44:08 pm by Zeon-EmpireMUD »
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ductape

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Re: EmpireMUD: The Founding of Tradesea
« Reply #228 on: May 19, 2015, 12:03:26 am »

So are we jumping ship to other empires? It sounds like our leaders are ready to do so themselves...
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gomez

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Re: EmpireMUD: The Founding of Tradesea
« Reply #229 on: May 19, 2015, 04:12:00 am »

Yeah I meant selling to our empires. So As a citizen of an empire you have a couple of differnent choices, you can buy and sell in your empire shops, to keep the money in the empire. Or you could choose to shop in other peoples empire shops, if the prices are better.
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Mattk50

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Re: EmpireMUD: The Founding of Tradesea
« Reply #230 on: May 19, 2015, 11:41:46 pm »

Well, we got obliterated, i guess. It would have been more fun if it was a closer fight.

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

The main thing is more for the individual player who isnt a leader or builder to do. Individualized storage (right now stuff in chests is still stolen by citizens if it can fit in the empire inv). Some kind of exploration mechanics, maybe, the world is a bit small for that though.

There was a similar game i played to an extreme length, it wasnt a mud but was similar mechnics wise, one of the main problems was that the individual got lost in the empire, empires that just share most resources, funds and stuff, makes it pointless. One if the solutions that almost helped that game if it didnt die due to other problems was piracy, the empire leader could set bounties for killing bandits that would otherwise do serious damage to empire trade routes, stuff like that. And that money might actually be worth something because you could buy a huge fleet of spaceships to do things with. The equivilent in empiremud could be hiring/upgrading NPC posse members or something. Maybe more ship mechanics.
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Shooer

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Re: EmpireMUD: The Founding of Tradesea
« Reply #231 on: May 20, 2015, 02:08:35 am »

A note on Matt's point is you could have highway man and rogue wizard or new mobs attack citizens and try and steal items.  Give a reason for combat players to wander around keeping the local hostile mob community low.  Let these hostile mobs keep part of their spoils as possible droppable loot.
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genmac

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Re: EmpireMUD: The Founding of Tradesea
« Reply #232 on: May 20, 2015, 09:44:46 am »

I made it to 50 in three skills and just found it a little dull.  Probably the most fun part of the game was making a cross continent trip when one of our guys didn't even have a horse, but after doing a grove or three and grinding a bunch of crafting, there just didn't seem like there was anything going on.
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Zeon-EmpireMUD

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Re: EmpireMUD: The Founding of Tradesea
« Reply #233 on: May 20, 2015, 10:38:11 am »

Thanks to the Khanate guys for being good sports about the war last night. We found a ton of bugs and potential design problems from both sides we'll be addressing.
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Mattk50

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Re: EmpireMUD: The Founding of Tradesea
« Reply #234 on: May 23, 2015, 09:42:40 am »

One other issue i've noticed, the gear and effectiveness scaling in general is too drastic. Players who notice this are discouraged from adventuring or exploring at lower levels, knowing the gear they get is not only surpassed, but surpassed by many multiples. Its best to just straight up skill while ignoring most everything else. Theres a lot to do but only a small amount you *should* do, if you dont want to be wasting your time. Why bother going gear hunting or crafting at the lower levels when the stuff you get becomes entirely worthless within a day (this problem is exacerbated by the gear binding system, your old gear cannot be resold, it must be junked). When three of us were only a few days into the game we found a skycleaver tower, the mobs werent that tough when we teamed on them but suddenly our characters which had 60 or so mana get a +100 mana belt and +100 move gloves for a very marginal increase in difficulty over killing the sewer theif. It gave off that feeling typical of poor scaling in games, boredom. It seems to scale a bit better as it goes on but it's still pretty extreme.

Empires that get to be the dwarves size also have the problem that people joining once everything is built miss out on all the gameplay of construction and gathering, especially if NPCs are already doing a fine job of it. This wouldnt really be a problem if there was a much larger map, if there were bigger sinks, or if territory wasnt mostly limited by player count. One solution might be to try a more robust NPC population system with slow growth, food consumption, hazards, to make maintaining a population a challenge, and then to put less weight on player count in the territory calc and more on that. This would make a big workforce change what the challenge is while raising the gameplay's scale, rather than just making everything easier as it does now(or just raising the scale on more stats).
« Last Edit: May 23, 2015, 09:47:54 am by Mattk50 »
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Mattk50

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Re: EmpireMUD: The Founding of Tradesea
« Reply #235 on: May 29, 2015, 05:47:42 am »

The khanate's rebuilt quite nicely i think, we have a large fortified island and are working on multiple outposts elsewhere. im not sure how many people are playing in the dwarven empire and i dont think ive seen blaze around, so if your still active and want to play with an active group, send me a PM.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #236 on: May 29, 2015, 11:01:31 am »

I think I'm the only one.

If you want access to some material, feel free to ask. We're swimming in iron.
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InZane

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Re: EmpireMUD: The Founding of Tradesea
« Reply #237 on: May 31, 2015, 02:55:49 pm »

Joined
 InZane McUrist at da eastern tower transport thingy






I knew MUD divin' would come in handy


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Mattk50

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Re: EmpireMUD: The Founding of Tradesea
« Reply #238 on: June 04, 2015, 03:50:21 pm »

Uhm, I think we won the war.
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razor871

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Re: EmpireMUD: The Founding of Tradesea
« Reply #239 on: June 22, 2015, 09:12:08 am »

So... how's our empire coming along?
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