Monument ShadowMUD

My 2.4 cents

by Yahwen

Message 9 on The Adventurer's Bulletin Board

So back in 2007 we were lucky enough to have the mud back. It seemed like many came back and were happily mudding, until the winter of 2008 without a full core code base the mud was nerfed and xping and partying became 'not fun'. It appeared since everyone was a high level for a barely functioning mud, it was unacceptable. What happened? Everyone left! Now here we are 3 years later and the mud is reset, and everyone is coming back to a new mud. Xping partying whatever. The mud is playable yet unbalanced and still unbalanced pertaining to NPC and combat. But that is ok. Changes are made here and there that affect gameplay. Some good, some bad. The whole aspect of mudding is to enjoy the atmosphere and being able to have fun. As each week passes the fun dwindles. Again it seems the high levels seem to influence many changes. Not sure why. I hear alot of well old SM was this and that. To be honest this is NOT old SM. Many aspects of combat and gameplay are different. There was no Sorcerer in the [], the kill zones were balanced towards certain levels and gave xp accordingly. The way things seem to transgress are bring back the masses, let them play for awhile, nerf the whole system and watch the masses leave again. Mudding is a unique experience with people who come to have some fun and experience an era from their past. Making this place like old SM or even very difficult to progress will not grow this place. People don't have the same time to 'grind' and grow to make it worth their while. I am not against changes. I actually think tweaking and changing is good, but going from one extreme to the other is a true buzzkill. Clerics just want to have fun. That is all.

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ShadowMUD
09:32, Darkday, Altki 4, 165 AD.

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