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Post by Dank on Jan 18, 2009 14:22:07 GMT -5
Re: Friendly environment... When the hell has jedi ever been friendly? I've been playing so long, so continuously, so mortally, that I have become a living part of the game. Each of the fossils that have remained here over the years have incorporated the community into their lives. The game is a reflection of us and in that way, we care about it. In a sense, the game is more than an addiction, it's part of us. So there: if you were wondering why the hell you're still around after fifteen odd years, your player num is < 100 and you're still not getting much done around the house on weekends, there's the answer. Whether or not another newbie joins, another fossil returns or another quest is run, we'll still come back to check out the place, see if an old friend is still here. I think that the playerbase mirrors life in this way, and frankly, I would never want to change the balance of good vs. evil. Because the playerbase mirrors life, the dynamic interaction between each player is always in flux, adding a compelling third dimension to the system. Frankly, it's one of the main reasons I hang out. Attempts to pasteurize it, remove the rough edges, evangelize it, have all failed and rightly so. Without diversity, the playerbase will rot, much like the insular Quakers, now all but extinct, due to their narrow focus and radical views. The next time the game is back up, meet Mid Temp for a group hug, a toast and a mass mud-marriage. Whether you like it or not, you're part of the game they call JediMUD.
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Post by ching on Jan 18, 2009 15:14:19 GMT -5
Re: Friendly environment... When the hell has jedi ever been friendly? It must have been way before I started. *snip* When Stimpy was still up I found the Jedi-NASA incarnation of jedimud. Now THAT was a friendly place. I recreated Quilart and was running about trying to get equipment etc. I ran into two 30th level guys who simply took me in and showed me the new places, like "the wayhouse". It remained very casual and friendly until Stimpy was "struck by lightning" (read hacked and sacked.) Then a lot of the refugees came in and the competitive edge came back into it. Like the rest of life, you have good and bad people here. Even greatly good and greatly evil people. Normally I enjoy meeting jedimud people in RL when I travel on business. One even threatened me and mine when I would not treat him well after he wronged me, which is seriously jacked up. I have also made some friends who I have visited multiple times in my travels. This is the reason I keep coming back, because I like some of the people here. It is a fun place to burn time, if I can just keep the time balanced with jedimud and my real life responsibilities, then it is a good diversion. I will not expect jedimud to be populated with only 'good people' (that is not reasonable.) But I also expect people who play here to work in the best interest of jedimud itself so that it will remain a worth while place to play. There are a few who are incapable of this, and can only think of themselves. These are the parasites of society (and do not frequently last long.) I try to work in the jedimud best interest. There is only so much I can do in my present position, but I do what I can. I see a lot of people doing that. Some get frustrated and leave (I came close to it.) Do what you can with what you have. Stick it out, if you can. That is what we have to work with in life. We can not be the perfect place for everybody, because people are too different. However we can strive to be a fun place to play and meet people.
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wehr
Junior Member
Posts: 61
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Post by wehr on Jan 18, 2009 17:05:46 GMT -5
As a FOSSIL of this game, with a IDNUM below 100( i think I am in the 20-30 range), and have been playing since Sept 1992 ( dam its been 16yrs, it only seemed like it was yesterday) I have seen Jedimud go through its trials and tribulations, some for the good and some for the bad.
What keeps you here: Friends you have made along the way, the opportunity to help new players, god knows I can't count the 100's if not thousands of new players with eq, directions, tips on playing, where to go what to do, just like the folks in INC showed me when I started ohh so long ago. Its fun to help others explore, and learn the game, its also healthy competition for loads and crash running with the new players and the old players.
I also have to say that ENIAC, has done some amazing work as the coder, and its defintely given us all hope of a better Jedimud to come, that and new zones ( which we need more of), that will be additional challenges to the established base of players. Just look at the emerald maze, Asylum and the extremely fun to run for EQ dragon City ( Nice job Aneyou, kudos), also Osinum write of sanctuary, and possibility by yours trully to write Skull Warrior Nation, and the another zone based on undead pirates and the ghost ships. I think that is a big thing that will help Jedimud stay fresh is new zones, they don't have to be big or elaborate, a small well thought out zone will defintely be a hit with all the players, and you get to put your personal stamp on the game for all time.
I also think the change with Kailyn as IMP has defintely helped push the mud along, also the work that Ching, Arie, Ciara, AIRIIDII, TAM, SK and UKI, RAT and all the others that have put time energy and thought into getting jedimud going again, your work has defintely changed the face of jedimud for the good, and you should be congratulated.
Like Ching said there are good people and there are bad people, some of them get basically assholic ( yes this is my Word), but I think a key thing I learned over the years is to just ignore the folks that aren't nice, and help those who are, sooner or later the peer pressure gets to the naughty ones, and they grow up, get a clue or go away.
Also if it wasn't for the folks in Kender and INC that I have known for years and played with forever I dunno if this old fossil would still be around. Its fun helping your friends and others enjoy the game for what it is, a game.
Sincerely. Ed
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Post by chopper on Jan 18, 2009 19:14:17 GMT -5
now if only the game could be up and running when most people have time to play.
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Post by Tarbal on Jan 18, 2009 19:39:18 GMT -5
agreed....specially since i have to go to the field on wednesday for about 10 days
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Post by Tarbal on Jan 18, 2009 19:45:39 GMT -5
i am so bored....i am watching the scooby doo movie.....en espanol....what's worse....all 3 of my kids are enraptured by it.....
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Post by ching on Jan 19, 2009 0:26:42 GMT -5
I am bummed it is down also. But we have had bad parts before, I expect Onivel to figure out what is going on and fix it. It is nice to be able to take a hit on the jedimud jones when you get the desire.
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Tiaan
New Member
Played here in 1990's. Then again from 2009 :-)
Posts: 9
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Post by Tiaan on Jan 19, 2009 11:56:37 GMT -5
Hey everyone, I use to play here in the mid 90's, mostly under a character called Dragonskinner. This time around, I picked a shorter name, so that the clerics can't complain they mispell my name in parties After reading the post by Eniac, I felt compelled to reply to it. I have thoroughly enjoyed my return (almost a month now). The first thing that was alot better was the newbie zones. I waste no time and mapped all four of them, and found some very good equipment. I was proud to do my first massacre at level 7, with a nice weapon supplied by a good newly-made friend After hitting level 8, most of the newbie eq become obsolete. This was quite a bit of a bad time. And one can suggest that this be looked at. I also like the idea (read is somewhere, of a zone meant for level 8-15, those that exit newbie school). To overcome this, I took a chance and gossiped for some help and advice, because all of a sudden I was almost naked, and found it very hard to progress. And then it happened.... People I've never met started helping, advicing and provided free equipment. As I was slowly raising in levels, I got more and more equip'd. This helped me explore and gain experience close to Midgaard (Shire, Moria, Camelot, Miden'nir and Chessboard). Around level 16, I remember asking advice on where to go next. I got some awesome responses- and is very gateful of how the more senior played helped. Most of them even included a quick tour of the zone they suggested . Needless to say, I took the opportunies and made Tiaan immortal. Now I can map in less fear of DT'ing all the nice equipment. To all of you that helped - THANK YOU. I hope I can return the favors soon. Finally, I must say that the spirit of people helping here is enormous. And I've made some good friends along the way. It is my humble opinion that having such a small player base is actually a very positive attribute. One get the feeling of almost "family", which a mud with 100+ players online cannot offer. (and yes, I've been playing a 100+ player mud for almost 10yrs). Please keep this up - and thank you for making it special! Warm regards, Tiaan/Chaed/Gati
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Mal
Full Member
Posts: 231
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Post by Mal on Jan 28, 2009 11:08:52 GMT -5
It's been a while since I've played in the zoo, but the dangerous part of the zoo requires a key, if you take said key, and die inside the dangerous zoo and the zone resets... where does this newbie find the key that didn't load to get his/her corpse that has the key in it?
I had to pull out a mini thief just to pick the lock to help him get his corpse back. It would take far less time for the newbie to move to another mud, gather same/better eq, and start leveling by the time he could get his corpse back (that decay'd along with the key) and god forbid another newbie might wander in and take all his gear on the ground. (not like either would know any better)
Out of all the newbies I've helped, I almost always find them in the transporter room wondering what the heck they are supposed to do. It is bad (for jedimud) that it is as such - it does clearly mark new players to jedimud though.
Aaron
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Post by Dank on Feb 1, 2009 0:09:51 GMT -5
Seriously? Guys are getting stuck at the transporter?
I laughed so hard at that one that I peed my pants.
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Post by AirIIDII on May 15, 2009 15:06:55 GMT -5
ick found another thread that mentioned downtime in it from February.
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Post by Angstrom on Jun 29, 2009 15:39:07 GMT -5
Hey,
Having worked at another mud (Grendel's Revenge: skotos.net/games/grendel), I can come at this from the perspective of player and staff member.
As a player, you want changes, updates, and responses to your suggestions and complaints.
As a staff member you want to have leadership and a knowledge of how things are done so that you can properly organize your work. Also you need some autonomy, while still knowing what your domain is.
I had considered at some point attempting to join the admin of this MUD, because it's the place I love, but I decided against it because as I saw it, it lacked everything above.
If Ching wants to make changes, why isn't he trusted enough to just make them? He is a GOD, right? At one point, I only worked part time and was a GM and I constantly made balance changes and added new content. I only had to report what I did, and ask for permission for the larger things.
There are a lot of ways to help bring in new players and to bring back old players, and to make the mud more friendly. Here are some off the top of my head:
1. Newbie channel. This is for newbies and NHs only. All new characters have this on, can opt out at any time. [GR had this]
2. Make DTs not affect players under level 9. [GR had no Dts or EQ loss, personally I'm against it, but it's part of Jedi]
3. Make a training zone where mobs teach newbies how to do things. Newbies are then rewarded with gold and xp for listening. Newbies start here and can leave at any time by typing a command. [GR had this and even rewarded players who listened about how to be polite and use proper mudding etiquette. Also, it required newbs to do things like say Hello, I'm a new player on the newb channel]
4. Recognize clans. Reward clans based on clan size. This can be abused but limit "official" clan members to level 25+ or remorted characters. Or, what I would really recommend is linking all characters to a single account with one login and password and then a character selection screen. Then you wouldn't have size abuse problems. Rewarding clans based on clan size makes them recruit and it makes them fight to help newbies. On GR we'd often have 3-4 clans trying to recruit the same newbie and offering help with xp and eq and such. It makes newbies feel welcome!
5. Clan channel. Charge $$$$$ for this. This more than anything else is personally what I would want. [This was free on GR, but GR also had no global chat channels]
6. Respond to player comments. We had a ticket tracking system for requests and problems, and answered them all, even if the answer was NO.
7. Have clear positions in the admin. Each person should have resposibilities and authority. Admin should know who does what and so should players. Admin should post on the board.
8. Customer service attitude. Admin should serve the playerbase.
9. Make newbies in groups either not reduce incoming xp or have them actually add to xp. My recommendation would be to increase xp gained by a group by (11-player level) % (with this increase not going below zero), for each player in the group. Alternatively, don't reduce xp for group size. Just keep it the same no matter what size the group is. This encourages grouping.
10. Constantly think of new things, especially new ways to encourage players to do their own recruiting. This can be implemented much more easily if players are linked to accounts, as you can reward people for recommendations.
Now I know these may not be practical considering Jedi's codebase (which I've never seen) GR was written in entirely Object Orientated ColdC, which is an amazing language for online games. It allows you to compile new code on the fly and instantly implement it, while not disturbing the server.
The other major limitation is leadership. People in power have to be able to approve changes and want changes, or to be able to delegate this authority to others.
I tend to look at this place as a relic, a fun game to play where I don't expect changes. I think of it as something like a boardgame or something. I think unless we see a general change in attitude, mostly switching from one of entitlement to customer service, it will remain this way. I actually think that's fine.
If I were to throw a lot of energy into making or changing a MUD again, it would have to be at a place where that is desired. I'd actually be willing to do that here, if I saw that it was truly wanted.
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Post by relantel on Nov 25, 2009 16:47:45 GMT -5
I'm late to the thread, but as someone who phases in and out, logging in every few months to renew cryo, until I get scattered moments where I can play without being interrupted by our 11mo... I've found some time in recent days, discovering the Yamus curse by accident even. Originally, I had been on in 1993-1994 (Wolf clan days), recruited by Tracelor, only to fade away, and return in 2004. Among the many friendly and helpful people in early 2004 was ThomasJarean, who helped me understand the Paladin class, and in particular introduced me to several zones that were ripe for a Paladin, such as the Abyss, and what warning signs to look for in the DTs there. Same thing with Valhalla some time later - and I managed to hit DTs in both when I had lost track of what room I was in - what's more frustrating than a DT where you were careless in exploring, or one you were well versed in but hit anyway? I still tread lightly down there, tending to avoid combat in rooms that I know have an exit that is a DT... Now if I can get off my duff, and level a few M25s to 27 so I can remort the M30 finally after 3 years... or same thing with my original namesake Pal, a 2-remort P30 that I didn't know any better to reroll before IMM'ing the first time... added AddSTR/INT/WIS each remort, and would be a shame to lose that by rerolling now... The fun story that had me playing a bit more this week - my 5yo daughter saw me playing about a week ago, or I think I was renewing the logins of chars - and I had a char created with her name several years ago. She insisted I create one named after her brother, and watched me play it for about a half-hour as we ran through the zoo. She was mesmerized by it for a while, until my wife got home from work, and I was yesterday's news -relantel
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Rox
Full Member
Posts: 195
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Post by Rox on Nov 30, 2009 12:05:27 GMT -5
Welcome back Relantel...I do remember than name from years ago too hahahah
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Nando
New Member
Posts: 37
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Post by Nando on Dec 27, 2009 2:32:24 GMT -5
Ok...what would I need to come back to JediMUD? Hrm... 1) Someone to work for me at the office, cause I am not taking time off of parties to mud. 2) A GF that enjoys mudding (like I have had in the past...this one does not want to do so, no matter what I offer!) 3) Tam to jump in a shower, so he stops reaking of old people
Also, a nive advertisement by TheMyth's mom would bring people around.
I come in and out every so often to IMM and to talk to some people. Stuff like Facebook has made it easier to stay in touch with mud friends, but I would be up for my in-game mail to be forwarded to my gmail account...up for that one? Cause basically, no matter what you say in the end, friends are what keeps you coming back, as I think was the whole point behind both Dank's and Tam's post. I got home early, and since my work laptop doesn't have Zmud installed, I decided to come to the web boards to check it out.
As for the newbie issue...I have written about this years ago, and many of the suggestions keep recycling. I assume newbie channel has not gone in, as someone suggests it again, nor the mentoring program, etc...I do still carry my NH flag in all my chars...cryoed as they may be, and have had it many years...but I think that should go on another thread...newbie thread?
Hrm...also an incentive to SOME older players...maps to the new places. Or directions. Cause most of the people I know that left did so, like myself, not cause of lack of great gear (I still have some nice things cryoed), but for lack of time. So losing a whole day just to explore would not be in the top ten of my sunday activities. Granted, there was a time I loved it, and would never have looked at a map...but that is a prerogative no? So maybe have an option to have maps, like other muds do, for older chars? Again, not detailed (no rooms, just general locations)
If I do get some ideas I will certainly post. But I agree...a more sociable mud definitely is an incentive.
Salud!
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Post by Dank on Dec 31, 2009 13:45:27 GMT -5
I think that it's time to add a wiki to JediMUD in order to accomodate tips, tricks, walkthroughs and other advanced game strategy. www.wikia.com/wiki/WikiaFor those of you who miss being berated on gossip, we can hook up for old time's sake at Wizard101.com (yeah, I started leveling my kid's characters and got hooked) or at cityofeternals.com, a FB-linked MMO. Level up biotches!
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Post by Sereena on Apr 8, 2010 17:39:40 GMT -5
New Constructable ( solo items like Ephod ect no rent ) Adjustments made to the leveling bonus ie HP MP ect for Multi remort classes. And who are these returning players you speak of? ~Sereena~
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Post by cordelia on May 23, 2010 21:22:35 GMT -5
I think we can all agree that substantial changes have and are taking place, and a lot of changes and discussion points are coming to fruition, rather than turning brown, wrinkled, then black, plopping to the ground, rotting with a foul stench.
This forum contains a wealth of ideas generated by players over the years, and with the current Admin team, tools such as launchpad to enable admin and players to track project / task progression and participate (*hint hint*) in the development of JediMUD, I am really enthused by all development, hard work and most of all, communication and willingness to listen to player suggestions and encourage debate on these suggestions, with a view to how best to implement into the game.
The change in mindset in considering and listening to player-input on policy reviews, MUD improvements, etc, rather than the standard abrupt, 'No' without explanation or any insight into the thought-process behind such a response, is enlightening.
Once JediMUD v6.0 is tested, up and running, and any rough edges smoothed, I'll think we'll all be in a better position to determine what improvements can be made, and for these to be prioritized in terms of balancing the needs of potential new players and old [FOSSILS] players.
Keep communicating, encouraging player inputs and suggestions, debate and feedback on such input, and then acting / testing / implementing once a consensus has been agreed, and JediMUD will be an all round better place.
Cheers!
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Post by dannywayne on Jan 2, 2011 23:23:49 GMT -5
I'm back because it's a familiar social game. The ability for newbies to become familiar and to understand JediMud is imperative to hook them. JediMud's current goal should be 100% newbie compatiblity and 110% fun.
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Post by dannywayne on Jan 3, 2011 2:47:05 GMT -5
I'm back because it's a familiar social game. The ability for newbies to become familiar and to understand JediMud is imperative to hook them. JediMud's current goal should be 100% newbie compatiblity and 110% fun. With the average high player-base being about 10, more small group activities are a must for added fun. Strong mobs like the questing beast that require small groups is a nice change that will last awhile. As far as newbie compatibility, the learning curve needs a dramatic boost for newbs. Stronger newbie equipment with a 1-10 or 15 level cap would be a great start. Giving new players a fighting chance to excel and integrate into the JediMud community.
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Post by dannywayne on Jan 3, 2011 16:26:09 GMT -5
I can also remember I had originally chosen to try JediMud out when I first heard of it because a mud was a new type of game to me and it is deemed a star wars flavor. I remember being disappointed that starting out all you get star wars related is the Jedi class. Because of that impression I believe a newbie star wars zones would be of great benefit to all
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Nando
New Member
Posts: 37
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Post by Nando on Jan 25, 2011 10:23:55 GMT -5
OK...haven't been around much, but decided to pop into the web boards a bit...just wanted to say I love Dank's idea of a Wiki. This would help new as well as returning players get acquainted with the mud initially/again. Maybe a visual map to start off, give a sense of direction, in order to start exploring. Anyways...don't think I will re-start mudding anytime soon, since I am now teaching on top of working, just started a new job, aside from the fact that it's SUMMER down here...but maybe something along the lines of a wiki would encourage me to come back for winter! Un abrazo from down south!
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Post by Austinpowers on Feb 11, 2011 11:40:53 GMT -5
A wiki is simple enought to implement. However, what is wrong with this website? What would a wiki offer, that could not be addressed here? Just asking a silly question
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Post by Dank on Dec 27, 2011 15:32:42 GMT -5
I think that it's time to add a wiki to JediMUD in order to accomodate tips, tricks, walkthroughs and other advanced game strategy. www.wikia.com/wiki/WikiaFor those of you who miss being berated on gossip, we can hook up for old time's sake at Wizard101.com (yeah, I started leveling my kid's characters and got hooked) or at cityofeternals.com, a FB-linked MMO. Level up biotches! Okay, I created a JediMUD wiki at wikia.com. Check it out! jedimud.wikia.com/wiki/JediMUD_WikiLet me know if you'd like to contribute. We need writers!
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Post by gonfalon on Jan 5, 2012 17:02:26 GMT -5
I hope the authors continue adding to the history on that new wiki... it's fun to read about the old days. As a proud resident of Onivel's "Other" Jedimud, I am curious to see what I missed while I was wandering around in my time between (and sometimes instead of) classes. I walked all my mortal characters off the Rickety Rope Bridge and never returned to Stimpy after the split.
Cheers and have fun with this project!
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