Any oldtimers still here?
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The posts in this forum should be related to MUME.
Any oldtimers still here?
Wow i guessed my password right:) So this game is still going on, cool Any old players still around here lol? I played back in.. umm 96-98 or something. Main characters, Thorac, Zarc, Tyc and .. forgot the rest i think
Well glad to see you still going strong, this game was the best and yet today with the advance graphics and stuff no game beat the thrill of pvping in mume.
/Stefan
Well glad to see you still going strong, this game was the best and yet today with the advance graphics and stuff no game beat the thrill of pvping in mume.
/Stefan
Re: Any oldtimers still here?
Yes! But I'm just checking the forums!
Re: Any oldtimers still here?
Used to play way back, started something like 92 & played until about 97 I think. Started playing a wee bit again, been a while
Re: Any oldtimers still here?
I used to play in 2002-2004, And i've just started a new charater, as account was deleted.
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- Posts: 15
- Joined: Sat Feb 23, 2008 10:05 pm
- Location: Los Angeles, CA (Baghdad for now though)
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Re: Any oldtimers still here?
Holy shit stefan!! whats up man, matt here I used to group with you and your labmates all the time.
DREADLOCKS
Re: Any oldtimers still here?
Thorac what's up dude! I remember you man, I was just a snaga darkie back in the day, but I still remember when Hold was overpowered and we killed you with it..
The power of 'pare' baby!! Oh that was a glorious day..
The power of 'pare' baby!! Oh that was a glorious day..
Re: Any oldtimers still here?
I am - (p)Good, Rockpaw, Orgonon, Shah, Postmaster, Tilion. I remember you well and I even recognize the Pare situation/s. Never made much noise or got anywhere but I guess I still linger and return to this incredible game after almost 20 years:)
Re: Any oldtimers still here?
Im an old Char, from a bit before.. you may remember me
Gaz II Irontoenail
or just Gaz
Gaz II Irontoenail
or just Gaz
Re: Any oldtimers still here?
I'm not around any more. I'm just stopping by to see if the game is still being updated.
(I'm not likely to play again unless someone changes the trophy / xp system. [Or gives me C access so that I can do it myself.])
(I'm not likely to play again unless someone changes the trophy / xp system. [Or gives me C access so that I can do it myself.])
Re: Any oldtimers still here?
Elaborate? I'm not happy with the persistent xp-inflation either (which in my view divides experienced players and newcomers more and more), but so far I've been unable to think of a good alternative.dianos wrote:I'm not around any more. I'm just stopping by to see if the game is still being updated.
(I'm not likely to play again unless someone changes the trophy / xp system. [Or gives me C access so that I can do it myself.])
Re: Any oldtimers still here?
Well, I think there are many balance problems in mume which make it hard for new players to get a foothold, but the particular problem I had in mind was about the rate of XP gain.
XP gain for killing particular mobs is reduced depending on how much xp you've already gained from that kind of mob. I think that's a good system; a good idea;.. but the problem that bugs me is that XP loss doesn't reduce that penalty. So the result is that when you die, you not only lose a level, but you have to suffer a permanent reduction in XP rate. For example, if I level up to lvl 20, then mobrip all the way back down to lvl 1; it will be much easier for me to regain those lost levels by starting a fresh character, so as to avoid the permanent XP rate penalty.
I've ranted about this on ER and on this forum a couple of times; for example:http://mume.org/forum/viewtopic.php?f=6 ... 4eed#p3061
In my view, it should not be so easy to permanently ruin a character. It's particularly harsh for new players, because they don't know which areas are likely to get them killed. So while exploring and learning they rack up a bunch of mobrip deaths, and thus a significant XP rate penalty.
In short, I think XP loss should come with trophy % loss.
XP gain for killing particular mobs is reduced depending on how much xp you've already gained from that kind of mob. I think that's a good system; a good idea;.. but the problem that bugs me is that XP loss doesn't reduce that penalty. So the result is that when you die, you not only lose a level, but you have to suffer a permanent reduction in XP rate. For example, if I level up to lvl 20, then mobrip all the way back down to lvl 1; it will be much easier for me to regain those lost levels by starting a fresh character, so as to avoid the permanent XP rate penalty.
I've ranted about this on ER and on this forum a couple of times; for example:http://mume.org/forum/viewtopic.php?f=6 ... 4eed#p3061
In my view, it should not be so easy to permanently ruin a character. It's particularly harsh for new players, because they don't know which areas are likely to get them killed. So while exploring and learning they rack up a bunch of mobrip deaths, and thus a significant XP rate penalty.
In short, I think XP loss should come with trophy % loss.
Re: Any oldtimers still here?
Hmm.... that's an interesting way of looking at it. In normal circumstances I'd argue that any kind of trophy decay would cause an even bigger divide between the new and the old, since suddenly those lvl60+s would be getting full exp for Old Fornost or Old Forest again!
But making it depend on xp-loss is an intriguing idea. It would of course making exping up quicker for oldtimers as well and thus make higher levels even easier to reach, but... at least getting to a legend level wouldn't be such a pain in the ass for newcomers who've died a lot while getting there. This is certainly worth considering.
It doesn't quite help with fixing the xp-inflation problem I mentioned though. The more mobs we add, the easier it gets to reach high levels IF you're a knowledgeable mume player. Newbies however will struggle to gain exp from those new mobs since they most of the time will be in areas hard to access. This is a huge problem imo, but I can't think of a way how to improve the situation which wouldn't include truly drastic measures (which would cause more damage in other things).
But making it depend on xp-loss is an intriguing idea. It would of course making exping up quicker for oldtimers as well and thus make higher levels even easier to reach, but... at least getting to a legend level wouldn't be such a pain in the ass for newcomers who've died a lot while getting there. This is certainly worth considering.
It doesn't quite help with fixing the xp-inflation problem I mentioned though. The more mobs we add, the easier it gets to reach high levels IF you're a knowledgeable mume player. Newbies however will struggle to gain exp from those new mobs since they most of the time will be in areas hard to access. This is a huge problem imo, but I can't think of a way how to improve the situation which wouldn't include truly drastic measures (which would cause more damage in other things).
Re: Any oldtimers still here?
I'd like to revisit this discussion. I really like the idea of having a "no xp-reduction penalty" if you mobrip. PK death would be a different matter. I know we've all killed ourselves a time or two and want to give up for weeks at a time.