Talk:RubyMUD

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Revision as of 09:59, 23 January 2010 by Zulfiqar (talk | contribs)
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Vote: Player Killing

Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute. --Ashsflames 23:25, 20 January 2010 (UTC)

ALWAYS-5, levels provide large stat boosts, this way you couldn't have people one-hit-killing eachother. -Rosque

ALWAYS-5, if death is relatively painless, NEVER if permadeath :V --Driblis 00:47, 21 January 2010 (UTC)

ALWAYS-5 for players with lvl > x (some number) ("non-newbies"), and OPTIONAL-5 for players with lvl < x (the same number) ("newbies") --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Player Death and Penalties

I'd like to see how the ASTRAL idea works, it would promote teamwork and make the inevitable healer-player(s) a valuable friend to have. If we can though, I'd like to see a combination of ASTRAL and EXPERIENCE, but EXPERIENCE needs to be changed. From playing TGMUD, losing 100 exp per level is severely detrimental at any level, and I propose that it be lowered to 50 (or perhaps 25 if we want to be nicer) through use of the expression @x1*50 (or @x1*25). My vote goes to ASTRAL, @x1*50/@x1*25. --Ashsflames 23:25, 20 January 2010 (UTC)

1. That way bodies will be left to resurrect if need be, and practically no experience loss to worry about, especially because dying once often leads to dying multiple times in a row. If possible, proposed item binding with non-rare materials lootable. -Rosque

ASTRAL_RES because it's annoying to have to wait until a cleric is on before you can come back and play :V --Driblis 00:51, 21 January 2010 (UTC)

RECALL for "newbies" (see my vote on Player Killing), ASTRAL for non-"newbies". But: a non-"newbie" can either be resurrected by another player (priest) with no penalties, or by an NPC resurrector with EXPERIENCE penalties. --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Punishment for Fleeing Battle

NO PENALTY, hands-down. Fleeing is a tactical maneuver, we should never be punished for it. --Ashsflames 23:25, 20 January 2010 (UTC)

NO PENALTY. -Rosque

NO PENALTY. I don't think there's going to be any disagreement on this one. --Durandal 00:46, 21 January 2010 (UTC)

NO PENALTY. I suck and run away constantly and I'd rather not lose things for it. --Driblis 00:51, 21 January 2010 (UTC)

NO PENALTY. Maybe, a small alignment penalty, if you flee from an opposite alignment mob? Just a random idea, really, but it's kinda realistic imho - you don't become less experienced from being a coward, but that can be judged from a moral point. Or is this just not possible in CoffeeMUD? --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Playerbody Looting

In the interest of fun and fairness, I have to vote SELFONLY. Either of the others are likely a bad choice, especially if we get a high-levelled character picking on all the lower-levelled characters and stealing all their stuff. --Ashsflames 23:25, 20 January 2010 (UTC)

Until more details are hammered down for items, SELFONLY. Even afterwards it may prove to be the best option. -Rosque

SELFONLY Because having to restock when someone kills me or stumbles across my corpse would be annoying. --Driblis 00:51, 21 January 2010 (UTC)

SELFONLY. ...Or PKONLY if it will result in a severe penalty (e.g., an alignment one) --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Injury and Limb Severing

Removed entirely or made inconsequential in some other way. -Rosque

100,1,100,100,4,8,15,20,100. No dismemberment, but still include bleeding. Although I don't know if it will take place in other instances beside dismemberment. --Durandal 00:46, 21 January 2010 (UTC)

Severing should be an extremely rare event and should reset when you die/res. --Driblis 00:51, 21 January 2010 (UTC)

Seconding Driblis's vote. Also, minor dismemberments like lost eyes, ears, fingers etc, scars from physical attacks and burns from magical ones, could be pretty cool for aesthetics and roleplaying. Does the system allow this? --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Show Damage

NO, it's more interesting and immersive if we can't tell numerically how much health the enemy has remaining. Over time, we'll learn how much damage enemies can take simply by fighting them. --Ashsflames 23:25, 20 January 2010 (UTC)

NO, definitely not. It kills the mood and makes things seem less organic. -Rosque

No. --Durandal 00:46, 21 January 2010 (UTC)

No, it's more fun to see the stupid "Your spiky fist OBLITERATES the Filbert!" messages. --Driblis 00:51, 21 January 2010 (UTC)

NO, we're not in a JRPG :) --Zulfiqar 14:59, 23 January 2010 (UTC)

Vote: Class System

SUB I found was very fun back in TGMUD, but if we build a new class system I would also vote MULTI. Weird character builds make for fun challenges. --Ashsflames 23:25, 20 January 2010 (UTC)

Difficult to decide right now, some more class brainstorming would help. -Rosque

MULTI because I like having characters that have stupid builds based on stories I make up in my head, not just what the game says I can do. --Driblis 00:51, 21 January 2010 (UTC)

SUB, with a complex tree of subclasses, some of which could be mutually exclusive and/or dependant. --Zulfiqar 14:59, 23 January 2010 (UTC)

A few general questions

  • The setting. Is the MUD based on the Unified Setting, or the Dwarf Fortress setting, or maybe a mish-mash setting from different dungeon/fantasy-based quests?
  • The theme. The way you described it, sounds pretty fun! I like mischief :) When there will be more players, maybe we should think about adding more villages. Maybe race-based, with some fantasy racism present. That way different villages may compete with each other, and make mischief towards each other. Also, would there be pHouses and pShops? Would there be an option of, e.g., setting a pShop near a route often used by adventurers, or for an adventurer to set a pHouse near a promising dungeon part?
  • Map. As my 2 cents, there probably should be many different places in the dungeon, and many routes between them. What I mean is, not 2-3 linear rows of increasingly different areas, but at least 7-8 ways to go, with some ways leading to large areas, some to lairs, some to more crossroads, some to small caves, some to obstacles like narrow tunnel or water-filled cave, some even to dead ends. You know, like in a real (albeit embellished) dungeon. So, a goblin village denizen can choose: to go fight gnolls in their den, to hunt lizards in a mushroom forest in a large cave, to explore more faraway areas, to investigate a labyrinth of several seldom-used tunnels, to mind gems or metal in a nearby mine, or to brave a winding underwater tunnel to see what's beyond. Actually, if Weaver's reading it, think your own campaign that you DM'ed on /tg/ before creating RQ. Actually, it was the read that made me think of cave exploring as no less exciting than overworld exploring :)
  • Places. Would there probably be places from other quests available? I would like to wander around Metal Glen, or to meet a BiteQuest wizard, or to fight Rastin's cronies. Maybe make these worlds as bonuses of sorts, accessible by portals hidden in remote caves that need much exploring to get to? would be awesome :)
  • Races. First of all, I suggest that there should be no humans at all. It's a setting about monsters, and frankly, I personally never play as a human. I'm already one IRL, it's just not as interesting :) As for other races, I suggest (as a final goal) adding most races from dungeon-based quests. E.g., nedynvor, lohrke, etc. A slime (from SlimeQuest) would probably be too difficult to implement. Also, concerning voltos. I personally would play as a volto. And why would they make no sense in a fantasy dungeon game, if the quest we know them from is about a volto ruling a fantasy dungeon? You can make them, e.g., more intelligent than humans, and maybe more charismatic as well. And if there would be no humans, then this doesn't even matter. But that's only my opinion, of course.

Feel free to delete these questions/suggestions, or move them elsewhere, if you deem them inappropriate here. --Zulfiqar 14:59, 23 January 2010 (UTC)