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Author Topic: Empire MUD (Revival) - MUD centered around expansion and trade  (Read 6360 times)

Vivalas

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Empire MUD (Revival) - MUD centered around expansion and trade
« on: October 16, 2016, 10:41:40 am »

http://empiremud.net/

Empire MUD is an amazing game that could be so much more fun if more people played it. The aim of the game is to build up your own empire from scratch on a huge world, or join another one and help expand. The game used to have tons of players and we had a thread for it and this forum had created the largest city in the game world and the biggest empire. The game centers around diplomacy, trade, and commerce, with PVP thrown in there as well.


In order to join the game get a MUD client of your choice and join empiremud.net:4000.



My goal is to revive this awesome game, and to rebuild a mighty dwarven kingdom.

However, if you want to just play the game and build your own empire or join somebody else's, you can, but information about the NDR will be in a a spoiler at the bottom of the list.

Basic New Player Guide

When you start the game you choose a class and a bonus attribute. Your "starting class" isn't really the class you'll end up with, it's just skills you get a bonus to when you start. In Empire MUD there are 8 classes and you can choose two as your "class skills" (which allow you to learn them all the way), and one as a specialist skill. The rest you can still level up in, just not all the way. You don't have to make this decision when you start the game though, you just have to decide which skills you want to specialize in when you reach that point you can't go any higher without doing so.

Each skill has abilities in it, which are unlocked by raising the skill. You can then use these unlocked abilities to further level your skills. Each ability can only increase your skill by up to 10 levels though, so you have to use different abilities to raise a certain skill, which makes it less grindy.

The 8 skills are

Empire - An important skill for someone who wants to be a builder and expander of the empire. Some of the abilities in this skill are "technologies", which means only one person in the empire needs them.
Battle- A skill that increase your ability to fight monsters and other players. You can go the PvP route if you want, but since other empires are rather inactive currently, it's probably best to make an alt that focuses on battle skill.
High Sorcery - A must for any empire, this is a good route to go if you like the "support" type of player. One of the most important abilities in this skill are the teleportation ones, which allow an empire to link it's cities via portals.
Natural Magic - A bit more eccentric than High Sorcery. You can master the arts of the natural world.
Stealth - Another PvP oriented skill that turns you gradually more and more into a ninja-assassin badass, good for infiltrating other empires.
Survival - An essential skill for anyone to have. Above the level 50 threshold the abilities become more "empire-building" specific, but new players should get this up to 50 as quickly as possible.
Trade - A skill for those who like to be crafters. Really only a few of these are needed per empire since they can make crafts for the rest, and almost all of the basic crafts and necessities are covered under level 50.
Vampire - A weird one. Turns you into a vampire that goes around killing people. More of a "rogue" type of thing, since killing citizens of your own empire makes your empire mad.

When you start the game unless you chose tribal leader, you'll want to get your survival to 5 to buy navigation, which allows you to know where you are in the world and turns the map right side up. From there you'll probably want trade 5 to get basic crafts, so you can build a canoe and leave the newbie island once you are ready.

The game has some basic guides and tutorials, but the first thing you'll want to do is type "dig", which will let you forage for rocks. Once you have two, you can wield one and "chip" the other, giving you a chipped rock. Chip this chipped rock again to get a handaxe. Once you have a handaxe "gather" to forage for sticks, then wield the handaxe and "craft handle'. This will carve the stick into a handle. Finally, "craft stone axe", to make an axe that you can "chop" trees with. Once you get to this point, you can follow the guides to get a better feel for the game until you get some basic skills and decide to leave the newbie island. "help", "info" and "getting started" are your best friends here.

The game has three "newbie islands", that each have a "tower of souls". The tower of souls is like a spawn point, and when you die you go back to it unless your empire has a cemetery. You can teleport between these newbie islands at the tower of souls. These newbie islands are less dangerous than the rest of the world, and if you die you can easily walk back to where you last were, so it's a low risk environment to have some fun and explore game mechanics. If you want to join the New Dwarven Republic type "pledge new dwarven", leave a post in this thread or the NDR thread with your name, and wait until I can enroll you. While your waiting follow the guide on the NDR thread to get to the capital.

Blaze also wrote an amazing guide that covers basic aspects of the game in depth as well as the skill system.


A map of the world is here: http://empiremud.net/map-viewer/

If we can get enough players, hopefully others will start joining the game as well, and then those will recruit others and so forth. I want this game to go back to it's glory days of 20 players online average! (Or more!)

Spoiler: New Dwarven Republic (click to show/hide)



To join the NDR simply join the game and type "pledge new dwarven" then follow the guide below once you have a canoe and are ready to go (bring some food).


Getting to Ollara:

While you're waiting to be accepted into the republic, might as well start heading to the capital!

The capital of Ollara is located on the coastel inlet of Xandafu, right about here:



As shown by the black circle on the map. This means the quickest route to the capital is denoted by the red line (departing from northern newbie island). Where you depart doesn't matter much as long as you turn embark off the west shore and turn  south when you get to X 250, then turn east again when you get to Y 840, then turn south again when you hit land (should be a small mountain range and delta). This will take you to the shore of Ollara (you should see a clay pit). Get out of your canoe and head south and you'll be in Ollara!


« Last Edit: October 23, 2016, 07:49:45 am by Vivalas »
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Xardalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #1 on: October 16, 2016, 09:14:26 pm »

Heh. I still have my character. Seems like the level limit was raised? Also most of my equipment seems to be gone. Shame about that honestly. I rather liked all the custom vampire themed gear I had.
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Akura

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #2 on: October 16, 2016, 09:42:09 pm »

Hmm, been a long time since I've played a MUD of any kind.

Those skillsets all look they could be a fun niche to play. Stealth/Vamp looks like an obvious synergy.
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Xardalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #3 on: October 16, 2016, 09:48:51 pm »

Eh. Back when I played, you wnated natural magic/battle because it let you turn into a werewolf and those were super OP at fighting. LIke...to the point that a single were wolfwolf went through and slaughter two battlevamps.

Also, melee combat used to me mostly useless against magic. Like there was no reason to actually use it. Dunno if it changed.
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Girlinhat

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #4 on: October 16, 2016, 10:01:23 pm »

I played for a while, probably still have a character.

Xardalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #5 on: October 16, 2016, 10:03:11 pm »

I don't think to much developement has been done on roles. I just popped on and gone through the help files. Seems like most of the roles are still missing special abilities and such. I don't see to much that has changed in the year or two that I've been a away.
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Vivalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #6 on: October 16, 2016, 11:17:08 pm »

The dev is still chipping away at patches on a weekly basis. I can't say I would be too motivated to add big features either if I had a skeleton community. This game definitely has the potential to be really cool.
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The Imperial Question | Stranded Among Stars

DoomOnion

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #7 on: October 16, 2016, 11:29:37 pm »

The community isn't going to develop itself if the game is stagnant and does not develop fast enough.
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Vivalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #8 on: October 17, 2016, 12:19:47 am »

The game already has a community albeit a small one, it just could use more players to spice things up, especially since game mechanics revolve around relying on other players for help and support.
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The Imperial Question | Stranded Among Stars

gomez

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #9 on: October 17, 2016, 07:31:02 am »

We had some fun times playing this, for example riding horses whilst duel wielding walking sticks for near unlimited movement points. And the time when we made some potent cider which made the map spin for about a RL hour.
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UXLZ

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #10 on: October 17, 2016, 07:32:59 am »

What client would you suggest?
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Codician

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #11 on: October 17, 2016, 08:04:36 am »

What client would you suggest?

Mudlet / Mushclient is usually good.
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BluarianKnight

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #12 on: October 17, 2016, 09:43:59 am »

Never did a MUD before.
Totally will now.
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Akura

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #13 on: October 17, 2016, 05:26:04 pm »

This is the kind of game I'd like to see as a larger MMORPG.

Beyond that though, I'm finding it very hard to raise the Trade skill. At 7, but I've crafted have a dozen leather things(can't find any cotton or such), without any increase. I'm also finding the very small number of things you can get leather from a bit odd. You cannot skin a donkey, horse, or even a cow to get leather. What really annoys me most about it though is that I have to stop and sleep every couple of steps.

Also, is there any henges around to start to get Natural Magic? It turns out High Sorcery is the more utilitarian spell skill while Natural is better for combat; I expected it the other way around.
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Xardalas

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Re: Empire MUD (Revival) - MUD centered around expansion and trade
« Reply #14 on: October 17, 2016, 05:36:36 pm »

This is the kind of game I'd like to see as a larger MMORPG.

Beyond that though, I'm finding it very hard to raise the Trade skill. At 7, but I've crafted have a dozen leather things(can't find any cotton or such), without any increase. I'm also finding the very small number of things you can get leather from a bit odd. You cannot skin a donkey, horse, or even a cow to get leather. What really annoys me most about it though is that I have to stop and sleep every couple of steps.

Also, is there any henges around to start to get Natural Magic? It turns out High Sorcery is the more utilitarian spell skill while Natural is better for combat; I expected it the other way around.

Nope. Only groups can make em. from what I remember, there was a natural henge or two somewhere but back when I played they were blocked off by player towns. don't know now.


As for cotton and such, they have to be farmed. And their farmed best in desert areas.


Out of curiousity, what empire are we pledged to?
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