![]() One thing to clarify, I don't see MajorMUD as a style of MUD like Diku, Mush, Moo, Muck, etc. It's the only reason we're all still here. This is the only reason we're even uttering the words "Major MUD" these days. Sure our community is a shell of what it once was, but we're still able to answer each other's questions and relate to one another. Take a look on metro's forums and look at the number of questions that have been answered over the past couple years. Just because the glory days of text based telnet games are over isn't a valid reason to open source games like MajorMUD or GreaterMUD. While I find their conversations funny, it's cool that they have something in common with each other. I can't tell you how many WoW discussions I hear between coworkers at work who don't play on the same servers. they want people from different servers to be able to relate to one another. There's a reason the popular RPGs of today still don't run different content on different servers. There would be absolutely no common ground between realms players would only be concerned with what's going on in our own realm, and there would be no sense of community whatsoever. Turbo would have been pointless since everyone would be playing with their own sets of formulas, races, classes, items, and exp tables. MajorMUD forums would have been pointless for anything other than sysop troubleshooting. #MEGAMUD KEYGEN MOD#Just imagine if MajorMUD had been open sourced prior to mod 1. People have a natural desire to compete with one another, and seeing your name rise through the list of similarly-classed players from multiple realms is strangely satisfying, especially when you know you're on the same playing field in terms of content and formulas.įor more in depth conversations with other MajorMUDders you could log into the forums and ask gurus like DeathCow, Locke, and a slew of other knowledgeable fanatics all kinds of questions and we were all on the same level playing field because, other than a few realm tweaks like DeathHP and PvP limits every realm was the same they all had the same content, the same formulas, the same game logic. Despite the constant struggle to keep "cheating" players and edited realms off the list, the list did provide many with a way to compare their character's progress to those in other realms. You couldn't really compare two Paladins in one realm because one Paladin would certainly have much better gear than the other, and limited items very rarely change hands in MajorMUD because of the negative stigma of PvP. Over the years players realized that the players in their individual realms weren't offering enough competition. Items 1 and 2 happen within less than a week usually, while item 3 goes on for several months or years while people build up towards level 75. Then it just becomes a contest to see who can gain exp and level the fastest by tweaking your Mega settings and changing gear at set intervals. The player(s) who can gain levels the fastest, form alliances with the right people, and get to the guaranteed 100% drop limited items which are intitially on all bosses end up in control of the realm.ģ. ![]() A new realm opens or an existing one resets.Ģ. Over the years MajorMUD has turned into a contest which goes pretty much like this:ġ. Despite a lack of any development in MegaMUD, to this day almost anyone who still dabbles in MajorMUD uses MegaMUD. MegaMUD became synonymous with MajorMUD, offering everyone a list of common paths, loops, and sophisticated logic to handle almost any scenario without user intervention. #MEGAMUD KEYGEN MODS#As mods were released that targeted levels beyond 30 or so, people realized the sheer number of hours it would take to reach those levels would just be impractical by hand. ![]() Around that time, scripting started becaming the norm. You name it, you could probably find it there. Then I found Dan's MajorMUD page (which later turned into MUDCentral) and had a place where I could go to get detailed information about items, spells, quests, etc. I played by hand back then I started trying to learn all the paths, hidden exits, and quests the hard way, by reading room descriptions and asking NPCs about keywords. Like many in our dwindling community, I played MajorMUD well before mod 1 was ever released (I think I started around 1.0t or so). Recently a lot of people on different forums have been throwing around the words "open source" lately without understanding what that truly means to MajorMUD, and I wanted to reiterate why I believe it would be a horrible idea to open source MajorMUD or GreaterMUD. ![]()
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