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Author Topic: Medievia MUD - Guild Decision Making Time.  (Read 24891 times)

Blaze

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Medievia MUD - Guild Decision Making Time.
« on: September 01, 2010, 06:24:19 am »

http://www.medievia.com/
Port 4000

It's been in development for 17 years, and there are far too many features to list; there is no way I can stress that enough. I personally boarded the first ocean-faring ship across the water and engaged in ship-to-ship combat overseas. At least until the some ruby kahs boarding us in a fae storm came and wrecked us.

I once took command of a giant slug and ran it over some forests to plow the path for my clan to make massively profitable trade runs since the only available roads were practically impassable due to falling asteroid impacts.

Oh, and then I was crucified and had clones of my level 124 character raid a massive portion of the entire world.

Of course, after years of being forgotten, all my previous characters have been deleted and I've been working my way up. Mostly alone, because the game is in dire need of some new blood. Unfortunately, all I remember of my previous exploits are bits and pieces so I'm pretty much learning the entire game from square one.

List of players and time zones:
Blaze: Zarikor GMT -8 Available ~3-8 A.M. Fridays and weekends are mostly free.
Davion: Raymos GMT -5 9AM to 2PM and almost any time on Tuesday/Wednesday.
Mephisto: Kaulesh GMT: -5. from 5PM-midnight.
Akylon: Aklyon GMT -5.
Hugehead: Radying level 17 mage, GMT-7, Anytime after noon to 10 PM.
« Last Edit: February 14, 2015, 07:15:51 pm by Blaze »
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Aavak

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #1 on: September 01, 2010, 06:41:49 am »

Hmm, is there some group feature in the game? Clan/Guild, and not just in name but actually part of the game mechanics?

If so, I'd be tempted to join if a few of us played as a group. I've played //far// too many MUDs on my own. I've even coded one from scratch which has been running for 8 years now (though it's a bit quite these days as I've been working on creating a graphical client for it). So I'm really not going to be tempted to play as an individual player, honestly, regardless how inovative their features are, I've likely played MUDs with similar ones, or had ideas about implementing the same sort of thing on mine.

However, playing any game with a group of friends is awesome, and MUDs, somehow, seem to emphasise the awesome aspect in a way many modern games can't.

So how about you feed us some more info, even just stories of your exploits, and see if it garners some more interest :)

Blaze

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #2 on: September 01, 2010, 06:57:20 am »

All players start with a clan until level 20, The Newbie Adventurers Guild. After that they're kicked out and free to join whatever clan they wish (You can join another clan anytime you wish if they accept you though).

Newbies get some gold and practice (Training sessions) bonuses as they level so it's not too hard to get into.

Unfortunately, making a clan takes money, LOTS of money. So your best bet is to join an existing clan so you can take advantage of the clan chat, clan shops in customized clan towns, clan ships, etc.


I can't even begin to name all the zones and stuff in the game, check the website above for a more updated list.

As for my exploits?
Anything listed under ships travel/combat, dragon slaying, venturing into CPK (Chaotic player kill where you lose levels and are lootable when killed), giant slugs, hellraider, hellreaper, and trading file under epic. And when a game makes TRADING epic, you know somethings out there.

I personally remember all those times I was sucked into Hell when trading. You get messages about "Massive pulses of pure evil" which warn you to hitch your pack-mule and tether your horse. Then you get sucked into hell where uber demons kill you over and over (You respawn with full health with no losses). If you beat them, you get massive XP, and very useful items like green/blue orbs (Casts sanctuary - which halves damage - on all PCs/NPCs in the room). Of course, that was the easy part. The hard part came when our trade convoy was under attack by Black centaurs (Very powerful mob faction which intentionally spawn and target players with trade-mounts) in a firestorm (Which is bad, because I was a mage and firestorm weather blocks ANY castable magic). After our entire party was slaughtered (7 level 124s and 2 slightly less so members) we called dragons and flew back to our packs - which were still there and untouched (Strange, because the Black cents were supposed to steal them and run off). We continued on, which was uneventful aside from a crystal spider attack, some lions, and another hell, eventually getting near the trade shop... which was unfortunately surrounded by disease tiles (A catastrophe, which massively boosts the value of trade goods there but drains HP rapidly.) We made it there just in time (I was down to 7 HP :V) and sold everything. Netting us massive gold, clan trade points, and winning us the Trading point clan war.

Some notable events included one member getting struck by lightning, nearly getting our packmounts destroyed by a suddenly spawned haunted forest, and me having to run back several rooms and get ganked by wilderness mobs because I accidentally dropped something important.

Another one was where my clan took out are stolen Khrait (NPC pirate mob faction) ship "The Flying Hamster" (As it was so unanimously named; our larger galleons were still at dock being repaired, and our only other option was a frigate which still hadn't been equipped with cannons) and went serpent hunting (huge-ass multi-room monsters which reward the clan with massive amounts of fae (another point thing)) when killed. I mounted one of the ship's port cannons along with 24 (Crowded since Khrait pirate ships are pretty small) more of my mates as we took positions off to the side of the beast.

It was simple for me, all I had to do was load the cannons and wait for firing orders (This was before NPCs were made to take those positions. Timed volleys increase accuracy massively, so timing was very important).

All we had to do was keep firing when ordered, at least until our landlubber of a captain rammed us against the reefs and a serpent slammed the gun commander instantly killing him. I had to switch jobs and bail-out water while repairing our hull while the serpents (they split when the large one dies) continually bombarded us.

We eventually got through it with most of the damage being repaired and were heading back to the docks to deposit our load of fae. At least, until an enemy clanship started firing at us; probably coming to steal our ship by force. They had a larger ship, but their crewmen were relatively new to shipping. Our ship was massively outgunned, so we decided to charge them and take them at sword-point. During the attack though, we were boarded by ruby kahs (another ocean mob faction) which killed off most of their crewmen but forced us to retreat to the top of the mast (the crow's nest was blown off by a cannon shot). Thankfully, some Griffins (Friendly NPC mob faction) came to our rescue right before the last shielded room was breached.

We reached home with our fae and two ships, though I was a derp and nearly piloted it into another reef :V.
« Last Edit: September 01, 2010, 07:31:53 am by Blaze »
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BuriBuriZaemon

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #3 on: September 01, 2010, 09:23:25 am »

This sounds awesome! I have to solve my problem of being behind router first. Port-forwarding. >.<
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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #4 on: September 01, 2010, 10:42:05 am »

I tried this one and I must say it's almost perfected.

Make sure to download their client and set MAP FONT 5. This way it's REALLY easy to navigate surroundings. I call it the best MUD in terms of surrounding awareness.

Also it seems to be quite simple (4 classes) yet good (lots of skills and abilities) and the fact that you can level all classes on a single character means that you don't have to make tons of twinks which adds to the roleplay and character recognition value.

The only thing which confused me were amulets... It took me 30-40 secs to GUESS that you have to "hold" them, not "wear"/"wield".
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Blaze

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #5 on: September 01, 2010, 10:49:17 am »

Most of the basics are easily accessible via help menu (I personally like "Help Suicide" but in your case you should type "Help newbie"), but I'll go ahead and list a few that might not be so easily viewed.

Directions are north, south, east, west, up, and down. Type in "autoexit" to toggle whether the game will show you which exits are available on every move.
"Brief" cuts the room description out whenever you move.
"List" brings up the shop list in stores.
"Survey" is used in the wilderness, which'll show available landmarks within view.
To give items, it's "give <item> <monster/player>"
"Aq" brings up the autoquest info, which'll come into play later.
"recall" brings you to medievia town square. It's only available at level 16 or below.
"haven" brings you to the Newbie Haven, I forget at which level you lose access to it.
"score level" or "sc l" brings up how much XP you need.
The attributes (Strength, intelligence, etc) are important when leveling up. Con determines HP gain when leveling, Wis determines MP gain and training session gain. Make sure these are as high as they can go whenever you're near leveling (Max is 18). Int determines how many practices are used per training session.
"practice" brings up which skills are available for you to practice/use.
"weather" brings up the weather screen. Spellcasters should be especially wary of firestorms which block spellcasting.

I suggest you use this simple prompt (Your HP/MP/movement/stat/whatever bar):
type "prompt #w&k<#x&h#b/&Hhp #x&m#b/&Mm #x&v#b/&V&umv #x&b#b&ubr #w&X#bxp #x&Rr#w" which is easily readable by newbies.

Containers that are "held" do not count towards your carry limit.
If you're carrying a lot of items and need to find a particular one, type "locate <item>"
Type in "setcomm" to see what communication channels are available to you.
If you switch equipment a lot, set an item mode. Once you have your items set, type in mode <whatever> lock. To switch back to that item mode, type in mode <whatever>

Strength in numbers people, type in follow <whomever> to join their "formation".
Type in "form" to see your location in your formation.

Leaders can change formation position by typing in "reform <player> <position>" type in "reform" to see which positions are available.
Formations also have formtalk, available by typing "f <message>" Formtalk can span multiple rooms as can only be seen by formation members.
Type in "report" to say your current hp/mp etc.
Type in "freport" (Form report) to see the stats of your members.
The leader may elect a new leader by typing "Leader <player>"
You may leave a formation by typing "Unform <Your name>", leaders can also boot people like this.

Formation location is important, characters in the front take the brunt of the damage (Tanks), characters in the middle take have a reduced chance of being attacked in a round, but can only attack in melee if equipped with a weapon with the "Long" attribute, characters in the back row are almost impossible to be targeted, but can only cast spells or fire ranged weapons (bows, crossbows, etc).

"Rest" helps regen mana and some health. "Sleep" increases it, but leaves you unable to wake up for a minute or two.

If an earthquake hits, "REST" immediately, you'll fall and take damage if you try to move. On the plus side, earthquakes weaken monsters in the effect area.

"quaff" potions.

Important directions:
East, south, east brings you to the donation room. Pick up some free equipment there. "pull <itemname>" for more info on that item; it only works on donated items.
East, north, east takes you to the post office, "receive" your mail there.
West, north, west, brings you to the treasure store, sell your treasures there. (Bars of Aurellium for instance)
West, north, north brings you to the bank. "Deposit", "withdraw" or check your "balance" there.
Dragon crystals are special, read "help dragon crystal" for that.

Type in "player <player name>" too see the stats on that player. My name is "Zarikor" so you would type in "Player Zarikor" to see my stats.
Type "call" to call a dragon, it costs gold ("Call ?" to see how much), but you can easily "mount" it and "fly" to a zone of your choice.

There are emotes, read "Help emotes".
My personal favorite is nibbling on the cookie the size of a wagon wheel and GAR "pose"
« Last Edit: September 01, 2010, 11:11:06 am by Blaze »
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Hugehead

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #6 on: September 01, 2010, 10:57:58 am »

This sounds awesome.
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Apple Master

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #7 on: September 01, 2010, 11:12:21 am »

Sounds pretty awesome.
If we get a few more of us playing I'll give it a go.
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userpay

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #8 on: September 01, 2010, 04:43:26 pm »

Bah finding a name is rather irritating.
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Bitoru

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #9 on: September 01, 2010, 05:12:58 pm »

Wow, looks awesome. I'm statring right now, COME ON BAY12ers, UNITE!!
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nenjin

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #10 on: September 01, 2010, 05:19:13 pm »

I'll give this a look. They're "Why should I play Medievia" thing almost turned me off, but they're saying interesting things.
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Davion

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #11 on: September 01, 2010, 05:20:21 pm »

I used to play Medievia about 7-8 years ago. I was an active member of the Death Corps clan, but eventually faded away as other games started to hold my attention. I am sure my characters are deleted by now, since it has been years since I last logged on.

I haven't really bothered to go back anyway, since I learned that the creators are basically illegally profiting off of a heavily modified DikuMUD codebase. I am not going to support a group of people that took a shit on the MUD community, considering one of the authors of the original Diku codebase has flat out said he doesn't contribute to the open source MUD community any longer specifically because of how Medievia has handled their license. 
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nenjin

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #12 on: September 01, 2010, 05:26:30 pm »

Quote
of how Medievia has handled their license.

Could you be more specific? Was DKUMUD open-source to begin with? I'm just trying to understand the accusation, since they don't charge for Medievia and only ask for donations. Did they literally rip a ton of content to create their game?
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Blaze

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #13 on: September 01, 2010, 05:42:38 pm »

Quote
of how Medievia has handled their license.

Could you be more specific? Was DKUMUD open-source to begin with? I'm just trying to understand the accusation, since they don't charge for Medievia and only ask for donations. Did they literally rip a ton of content to create their game?

I looked it up, I was surprised to find this out just now.
Originally, Vryce (The creator's in-game handle) began with a DikuMud/Merc 1.0 code and kept adding stuff to it. It came with a few licenses, one of which states that you can't charge money, and another stating you must keep the "Help Diku" and "Help Merc" help options to give credit.

Apparently donation items cross the license and if the "Help Diku/Merc" options were there I didn't see it. There's more info here
« Last Edit: September 01, 2010, 05:44:50 pm by Blaze »
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Davion

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Re: Medievia MUD - Exactly what it says on the tin.
« Reply #14 on: September 01, 2010, 05:51:20 pm »

Basically what Blaze posted.

It's a fun MUD, for sure. It has a lot of interesting features and tight gameplay, but after learning that bit of information it leaves a bad taste in my mouth.
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