I've mainly played on muds based around the fantasy world and Diku, Merc (I think). My favorite mud and one that I played for many many years was Forsaken Lands. The main coder Virigoth left and published the source code, so it's around (in C I believe - I have it if you can't fine it). It hasn't been the same game since then. Muds to me are not about lots of fancy features, but more about being well balanced and stable. I also play a lot of Blizzard games as I appreciate how much effort they make on balancing games. As soon as I play a game and see 30 classes, 400 skills, etc, I don't bother with it. It's impossible to balance a game like that. I'm assuming you are making a generic mud server that you can fill in with any genre of races, classes, areas, etc. If I was running a mud, I would just have the 4 primary classes (warrior/fighter, mage/sorcerer/wizard, rogue/thief, priest/cleric/healer) and a limited number of races. I also like a mud to have a good PvP system that protects lower-level players. FL had one where you could only attack those within 5 levels (or something like that). I've never seen a mud that has professions in it (like World of Warcraft has blacksmithing, herbalism, alchemy, etc.) and that could be interesting. Is there a document describing what you want the end result to have feature wise? A timeline for completing each step, etc? You must have something documented out right? |