Volume Three Issue Three
Jump to navigation
Jump to search
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= .............._______ ............./ / THE LEGENDARY TIMES ............/ / .........../ /.....______.._____.....______.._____.......____ ........../ /...../ /./ \.../ /./ \...../ \ ........./ /...../ ___/./ ____/../ ___/./ __. \.../ /\ \ ......../ /...../ /_.../ /....../ /_.../ /..\ >./ /./ / ......./ /...../ __/../ /____../ __/../ /.../ /./ /./ / ....../ /_____/__/__../ \_\ /./ /__../ /.../ /./ /_/ / ...../ / /./ /./ /./ /.../ /./ / ..../ /_/..\______/./_____/./__/.../__/./_______/ MUD .../________________/ running on mud.aus.sig.net 9999 199.1.78.16 9999 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= http://mud.aus.sig.net/ ftp://mud.aus.sig.net/pub =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VOLUME THREE, ISSUE THREE February 5, 1996 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPECIAL (HUMUNGOUS) SURVEY RESULTS EDITION ...:/:[ CONTENTS ]:\:... SURVEY RESULTS CODE UPDATE ARTICLES -Did You Know?- -See Mika Web!- -Trivia Update- SOCIAL EVENTS -The Farnsworth Saga- -Genn's Transformation- -Hermetic Guard Changes!- -The Return of Kendrik- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Please send your responses to articles to the Legendary Times address at [email protected]. Letters to the editor are welcomed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here they are, the results of the LegendMUD survey that appeared in Vol III Issue 1. Some very interesting things emerged from the numbers. We had around a 9% response rate from the Legendary Times We've added some editorial notes in, and also left in sections of written-in responses. Editorial comments are marked off like this: [Ed.: ...] ------------------------------------------------------------------------- 1. How did you find out about LegendMUD? 27% a friend told me about it 24% got it from a mud list 24% found it on the World Wide Web 16% post in the mud newsgroups 5% thought it found them? 2% from gopher 0% don't remember [Ed.: The Web has conquered the world. One player asked us to update the Gopher entry... unfortunately, we can't, because it is not our gopher.] ------------------------------------------------------------------------- 2. How long have you been playing at Legend? 35% under six months 32% under a year 27% under two years 2% less than a month 2% since before the beginning 0% "since it was on the Mac" 0% since the beginning (Feb 14th, 1994) [Ed.: Obviously a lot of the new players didn't bother to send in surveys. We do know they are out there.] ------------------------------------------------------------------------- 3. How do you find the overall atmosphere? 64% it's rich and detailed and wonderful 35% it's good but could be better 0% it's decent, but all I want to do is kill 0% what the heck does this mean? The people suck, the areas are lame, and the imms are weenies Write in Comments: "Actually, the mud atmosphere rich, detailed, and wonderful--but I don't want to encourage any laurel-resting, since that can cause a nasty rash. :)" ------------------------------------------------------------------------- 4. Rate how friendly the players are to newbies: 45% friendly 32% wonderful, the players go out of their way to help 16% not very welcoming, rather neutral 0% openly hostile, makes me wish I hadn't logged on "When I first started playing, all the players were friendly and helpful, but more recently they have not been." "I looked at several muds, but this seemed to play the best as a beginner." "Many go out of their way to help. Many don't. Some are jerks." "Depends, if you whine they ream you, if they know you they level you to the heavens." "This is kind of depressing. When I started, the immorts had time for newbies and all the high level players were willing to help if you kept your requests reasonable. Recently, I have tried creating new characters to meet other players who might not be as friendly to my original one. I have been unsuccessful in generating a single new friend. It seems there are lots of players but they aren't as friendly as the original group." "The players go out of their way to help. But the attitude when I first started out was a little different.. I didn't find to many people willing to help a newbie." "Just want to thank all who have added to Legend with their time and patience for all us long-term newbies.. :)" "Players are friendly (with notable exceptions...some long-term players are of the 'see-no-evil' variety and don't want to hear any criticisms)." [Ed.: Several of the above seem to contradict each other. It was better then, it is better now... the overall sense is that though some people are still rude, the mud as whole seems friendly now.] ------------------------------------------------------------------------- 5. What about immortal help for newbies? 67% they have been helpful 13% wonderful, they offer every support they can 10% the immortals help newbies? I've never seen one 2% they treat me like slime "Depends on the immort now doesn't it?" "The reason I was able to survive at Legend was the immorts. The immorts are wonderful. I realize that with so many newbie lately it must be impossible for the immorts to be as helpful as they used to but they still are doing a reasonable job of it from my experiences with new characters." "I have seen some immortals be extremely helpful to newbies, yet I've also seen a few completely ignore newbies." ------------------------------------------------------------------------- 6. How would you rate the behavior of immortals? (Not building ability, but rather, how they deal with players and the mud.) 70% good--they do a good job 16% medium--what can ya say? they're just immorts. 5% excellent--a model of good administration 2% poor--these guys ought not to speak to people 2% abysmal--they should be put to death "immorts sometimes take the "keep quests and stats secret" thing a bit too far, but very open to constructive criticism." "I can't say excellent. It would sound like I was trying to kiss up or something. Besides, the immorts have real lives to live you know. I would hate to make them spend 24 hours a day logged in just to deal with players so that everyone thought they were wonderful. There always is an immort around when you need one." "A few glitches here and there. But overall quite good." "My biggest bitch with the IMMS is how much policy varies from one to another." "Poor--these guys ought not to speak to people for the majority of the old guard. Good--they do a good job for the new guard, they haven't become jaded yet." "I have talked to most immortals and most are quite friendly, though I have had bad dealings with one in particular." "They do a good job (generally, but very inconsistent, with some showing favoritism and hidden agendas outside of policy.)" [Ed.: The latter four responses point to what appears to be a problem: the perceived inconsistency between different members of the immortal staff. It's also worth noting that there were some strongly negative responses here. Sounds like a good LDL topic!] ------------------------------------------------------------------------- 7. Tell us about playerkilling and clanning: 37% I don't have a clanned character at all 21% I am clanned and ALSO in an RP group 13% I am clanned but not in an RP group 13% I don't have a clanned char but I am in an RP group 0% I have more than one clanned character "I don't understand why two rogue character aren't allowed since there is no possibility of using clan knowledge." [Ed.: Because you could use one rogue character to settle the grudges of another, which is bad roleplaying, bad crossplaying, and plain bad. This is why you are allowed only one clanned character period.] ------------------------------------------------------------------------- 37% I am clanned and my clan is wonderful 10% I am clanned rogue 5% I am clanned and my clan is useless 43% the playerkilling system is fine and the players are broke 2% the playerkilling system is fine and the players are mostly good. 0% the playerkilling system is broke [Ed.: Lo and behold: basically nobody clanned thinks there are major problems with the clan system. Quite an upset to conventional wisdom here...] ------------------------------------------------------------------------- -The immortals should: 51% leave the system how it is 24% clan everyone from level 5% one 2% ten 2% other 8% remove immortals from it altogether, let people clan themselves 5% clan everyone without level limits for attacks 5% make people choose whether to clan at char gen 0% do away with clans and make all clanned people rogue 0% remove pkill altogether Write-ins: "Leave clan system how it is (with improvements including the banning of corpse looting, unless all the eq changes are over with.)" "I don't know of any way to keep some people from being jerks when it comes to PK. The system in place seems to be pretty effective at allowing some to PK while allowing others to avoid it." "My RP character, used to be [clan deleted] but switched to RP because I want to make friends, not kill players." "Make pkill more interesting for ALL the players. Pkill would be interesting for me if it was more an RP thing. I would love a way to fight real life characters instead of mobs if it was just for fun. I wish there was a pkill arena open to the public (unclanned) so that we could fight duels and such without the risk of experience loss. It would make the world a bit more fun. I'd even consider fighting if there was a minimal experience loss. The problem is that when losing costs me half my experience I'll have to remain an RP player. I'm just not good enough to take the risk." [Ed.: Death to pkill costs you only 1/4 of your experience, up to a cap of 1 million. Regular death costs 1/2 or 2 million.] "I unclanned because a player was threatening to permakill me. I took the threat seriously. I felt like that is going too far. This is only a game, but permakilling takes away the fun of it. I do wish I could have taken my clanned char. all the way to fifty. It would have meant more than it did as an unclanned char." [Ed.: Personally, I agree that the casual threat of permakilling is bad form on the part of the person making the threats. It smells like a bully, and bullies are not fun people to play with, on a mud or in a schoolyard.] "I think there could be changes to the clan system, but not one of the ones suggested." "Regarding clanning everyone: An outrageous and unworkable proposition, probably--but it would remove the instant awareness among the pkilling clans of all new pkill-enabled characters--after all, some people like to keep secrets. :) My next closest vote is to leave the system as it is and let people find creative ways to play around it." "Unclan everyone (but keep them pk enabled) after the tree pk-less is done and see if we can't improve things by making a fresh start. In retrospect, i think we added the playerkilling system too early (we did it while everyone was still a homogenous, friendly group, and got the clans off to a bad start...just MHO)" "Clan everyone from level 25-30 but tighten level restrictions for pkill-- only within three to five levels of your own level." [Ed.: This suggestion comes up periodically, and the usual response is that there ISN'T anyone within 3 to 5 levels, so there would be no pkilling at all. Also often mentioned is that it means that if you do get into a fight, there will be very few people capable of helping you.] "I'm not exactly an expert on the subject, but I really don't see too many problems with pkill. Most clanned characters don't complain too much -- and usually only after they're killed. There may be less pkilling on the MUD, but that's because most folks realize that the risks involved generally only make it worth doing as a very extreme measure." ------------------------------------------------------------------------- 8. Rate the following roleplaying features: - The Out of Character Lounge: 40% I hang out there occasionally 27% it's wonderful 16% I go there to go AFK, that's about it 10% what is the out of character lounge? 5% useless 2% it's used as a pkill refuge and needs ripped out "I went there only when there was a weapons test, I don't find it useful now." "I've never found a use for it, never see anyone but me there." "I mostly go afk there. I'll also discuss things there. I don't "hang out" there. I use the ooc if someone wants to talk about something non-game related." "People should go there more for non-rp discussions...I'd rather see immorts get shirty about discussions of "seinfeld" on chat than discussions of quests or item stats." ------------------------------------------------------------------------- - The War Room Board: 27% what is the war room board? 24% it was nice but the imms need to clear it sometime 21% it's great, finally a way for clanned folks to communicate 5% it's a colossal waste of time, I got no help from it at all [Ed.: The War Room board is a board for clanned players to communicate with each other. It has recruitment notices, threats, treaties, and such on it. It is located in the OOC, and found by going down from the Wild Boar Tavern.] ------------------------------------------------------------------------- - the moods and eloquence system 29% I love the way speech looks 27% what is it? 27% I wish we could put in our own moods 27% it's OK but I wish it didn't break sentences with i.e. and Mr. up 16% we need more moods 2% I leave MOOD OFF because it's spammy and confusing "Unfortunately I haven't learned how to use it very well. and only use it occasionally. It would be nice if the help files and allskills list were in alphabetical order. It is hard to find what I am looking for with such a long list." "I really like it. I think the mood names might need some clearing up though." [Ed.: A stunning amount of people don't know what it is, which means they are taking it for granted. :) This may be a good thing. Remember, the moods include not only the actual moods, but also how your text is punctuated and presented.] ------------------------------------------------------------------------- - the player description system 48% I use it all the time 37% I don't have a desc registered 16% I wish everyone had a desc registered 8% I wish I could skip seeing other people's descs 2% I have a desc registered but don't use it 2% I don't care "I am too dumb to remember who those people are. Recently, I found myself in a room with a friend and I didn't realize who it was because I had forgotten her description so I snubbed her. She got mad at me. I would love descs if they also had the real name of the character in parenthesis or something for players like me who are dumb." [Ed.: If we did this, then people would not be able to use them as disguises, which many of them wish to do.] ------------------------------------------------------------------------- 9. Tell us about combat: - What kind of character do you play? 81% dex fighters 35% con fighters 16% str fighters 2% trying to be ____str_____ but forced to be ___dex___. [Ed.: Way way way too many dex fighters. Which may be why so many people say they are doing great. Dexterity being too powerful was the single biggest issue of the survey.] ------------------------------------------------------------------------- - So what's wrong with it? 35% it all kicks ass, I am doing great 18% dex is too powerful 18% nothing that couldn't be fixed with better str or con weapons 16% herbalists suck 16% stun is too powerful 13% magic is too wimpy 13% str fighters suck 10% con fighters suck 8% magic is too powerful 5% dodge is too powerful 5% fast attacks are too powerful 2% calm is too powerful 2% surgery is too powerful [Ed.: Add up the various ones complaining about specific aspects, and you get this: 80% of the mud says you can't live without dexterity. Which just happens to match the % of dex characters we have. *sigh*] "Combat needs balance generally, include non-physical, non-magical combat methods to beat some mobs." "You left off everyone's favorite "blind is too powerful"; I imagine this is even more so since the number of blinding weapons has decreased with the passing of the blinding wormy. I think blinding weapons ought to be purged and blinding left to the mage's blinding flash. I also think cookies are made by elves who live in trees." "I haven't done much with con yet, so can't really comment on it. My str fighter does well, and I have no complaints, but: - 100 dex can be obtained easily and at a low level - my dex fighter armed with a "good" weapon does better than my str fighter armed with a "great" weapon It seems to me that a dex fighter with 100 dex and 50 str should do about as well as a str fighter with 100 str and 50 dex. Currently, I would guess that a dex fighter with 100 dex and 10 str would do better than a str fighter with 100 str and 100 dex. "It is much easier to raise dex than str and con." "Most of the best weapons are dex weapons." "+dam bonus is "diluted" by more attacks, +hit isn't." "Despite what you said in LDL the str weapons rent are too high :P" "Str fighters suck. They too do too little damage too. Maybe a higher DR for greater str would help." ------------------------------------------------------------------------- 10. Tell us about magic: 29% Finding words is too hard 18% I don't use magic 13% Cause is too much better than create 13% Magic is underpowered 5% Magic is too powerful 0% Create is too much better than cause Write-ins: "The only problem I have with the magic system is the extreme spell cost for some spells." "Finding words is very difficult without help, but everyone has help." "Finding words is NOT too hard, but needing 2 practices for some is ridiculous." "Mages do great against mobs with low mind, but are nearly helpless against mobs that bash or trip a lot. This could be used to promote grouping but I haven't seen it yet." "It would be real nice if when you can't learn a word the mob would tell you exactly how far off you are. I have been trying for a month to learn one specific word and I keep missing it." "Magic is too Wimpy. Mainly, the Attack Spells seem to do too little damage. I find myself using my kick in favor of Immolate. Doesn't that sound strange too you too? All that hell i went thru learning words and I use a skill learned on the streets of aggrabah. :)" "I especially wish more of the spells worked." "Magic is fine just the way it is, although it would be nice if there were a fighting stat associated with mind (but, then, that's probably making it too easy)." [Ed.: the damage done by magic spells correlates directly with mind.] "The thing with magic is, if you arent gonna be a cause mage how are you gonna cure blind, and just what the heck else are u gonna be other than a mage if you are from agrabah or tara guess you can always waste your practices." "Magic is too versatile, for the number of pracs spent. A full 3rd circle cause mage has 90 or so spells. To get these spells, he or she spent 34? practices. Not all of those spells are useful, but many are. A non-mage, for 34 practices can general at best get 34 different effects, less if there are some "useless" pre-reqs in there. (don't get me wrong, I like eloquence, and play can be cool, but they don't do much for you in the realm of effectiveness). Say for example, trueform requires [#] practices ([various spell words listed]). To be able to repair nonmagical things requires [smaller number given] ([various skills listed]). But the mage gets a number of other benefits from those words [various spells listed], as well as contributions towards other spells." [Ed.Note: It's hard to discuss these issues without being specific -- I hope that the above comments made sense despite my er....editing.] "I don't use magic (but find it dominates much questing and much interaction with npcs...Needs balance or industrial equivalents)." ------------------------------------------------------------------------- 11. What about guns? 64% I don't use guns 16% they are great only if you use the skills 13% they are great 2% they are useless Write-ins: "They are useless. That goes double for bows!" "I wish my characters from ancient could use them!" "SNIPER is too powerful but thats ok, I'm making one myself." "I don't use guns but i used to they arent very good because they don't stun or anything." "I like the idea but, they are very powerful now, hehe Im gonna make a char with 500hp and sniper then lets see someone try and kill me." "Perc requirements for gun skills seem a bit high to me except for sniper...Mobs with high gun skills are very deadly and need to have commensurate experience point rewards...Cowhands, for example)." [Ed.: A fix for sniper's extreme power is planned.] ------------------------------------------------------------------------- 12. What's your feeling on skill trees: 54% I can't wait for the new variety in skills 45% I think we need more practices when they go in 18% I am worried that the trees will class me 16% I am scared to death my character will be rendered useless 8% I hope they will fix the balance problems with Dexterity. 2% I hope it ends up a wonderful addition 2% I hope they will fix the balance problems with disparities between hometowns, need to specialize (resulting in improved role-play). 2% I hope they will fix the balance problems with Londoners sucking. 2% I hope they will fix the balance problems with transforming. 2% I hope they will fix the balance problems with weak strength. 2% have to wait and see "Since I've never played a mud with skill trees, I don't really know what effect it will have - I certainly *hope* trees won't class me." "I hope they will fix the balance problems with transforming, but unlike some people, I don't think it will. More likely, it will fix problems with master of all trades by number of practices spent only." "I think there should be some help files on stats choices to make a certain kind of char, no wonder we got so many armwrestling newbies running around." "A tree description might be nice so that one can plan for a type of char he/she wants to be." "It worries me that players won't know the base skills for which tree they want to progress in." "I can't think of any reason at this point in time to be a Londoner rather than a Liman (would that be the right word?)." "Well, I could always make more characters..., and we don't REALLY need more practices, but I've been stuck at low levels, so I'm ALWAYS looking for more practices. I suspect this won't be a problem once I actually have a high-level character." ------------------------------------------------------------------------- 13. Tell us about the areas: I only play in certain areas: 24% I only play in Kaige's areas (Sherwood, Arabia, etc) because 0% she has too many mobs 2% cause she is such a sweetie and a cutie :P 2% she's the best builder here 5% she loads lots of the same mob 8% everyone else has too few 13% her mobs are balanced 5% I only play in industrial, doing the XP run 5% I never play in the IND era 5% There are American areas? Really? Where? 0% I only play in the areas the person who levelled me to 20th took me to, and I don't know how to get anywhere else You'd have to make me an immort before I set foot in 10% Hell 8% Ireland 5% Beowulf 54% I cover the whole mud with my amazing ability to master different and new environments! ------------------------------------------------------------------------- I play regularly in the following: 81% London 81% Sherwood 78% Roman Britain (inc. Orkneys and Picts) 75% Ireland 72% Arabia 62% the Abbey 56% French-Indian War 51% Vikings 45% South Seas 45% Seoni Jungle 45% Lima 45% Kleinstadt 37% The Hall of Legends 37% Hell 35% Nazca (stops when you leave the village north!) 32% Savanna 32% Egypt 32% Aztecs (ends at the village southwards!) 29% Tortuga 27% The Alhambra 24% Ancient India 24% World War I (I know, it's new, but have you tried it?) 18% Beowulf 16% San Francisco "What the hell is The Alhambra?" [Ed.: Try HELP ALHAMBRA. It's Medieval Spain just after the Spanish have recovered it from the Moors. It's listed in AREAS...] "Kleinstadt: dullest town on the mud." "I would play nazca/aztecs more often but it is too difficult to get there...I have to go kill the [trans mob] every time, it seems. If you've gotten there once, you should be able to [perform given time trans action] and go there from there on. Ditto the return: [perform give time trans action] and away you go." "I found all these other areas to boring to mess with: Aztecs, Nazca, Egypt, Alhambra, Klein, Lima." "I play [in the Hall of Legends] frequently, but only for the gift shoppe." [Ed.: I consider this to be a Bad Thing. :( Hopefully we can develop every area to where it is attractive for more than the equipment sold there.] "I wish there were more high XP mobs [in Arabia]." [Ed.: Arabia is of course heavy on newbie mobs, as it is a hometown. But 18% of the loaded mobs are over lvl 30.] "Beowulf is great! the whale is one of the best exp mobs and hardly anyone goes to kill it." "I do plan on spending time in Beowulf, just haven't had time yet. I do plan on exploring wwi also. I spend time, but less so in all of the other areas, except San Francisco ( only go there for colts but won't anymore) and India and Egypt and Nazca, Tortuga, Aztecs ( I hear there are some very fun quests here and would like to try them). I would say 90% of my time is spent in London and Bengal. That is because I socialize mostly and kill what I can." "The WWI and Casablanca eras really need better writing, descriptions, interactivity, etc. Most of the areas are good, but the bad ones--SF, WWI, Casablanca, Phoenicia, Middle Ages Europe (it's so small) really bug me." ------------------------------------------------------------------------- The best thing about the areas is: 51% the variety 43% the historical feel 35% the interactivity 27% the quests 24% the writing of rooms 24% the cool equipment 21% the mobs to kill "Quests in sherwood are the best! Ritter quest is also very good." "Different areas have different best things. I like Alhambra because of the historical feel. I like being in the castle. I love the fishing quest in Viking (mostly because it was easy enough for me to figure out)" "I love the surprises, like when someone says something when you sit in a room long enough. I love mobs that interact with characters." "I like rich detail, moderate mazes (I think the African forest is a little, not very much so, confusing and illogical), geographical accuracy and historical/mythical accuracy." ------------------------------------------------------------------------- The worst thing about the areas is: 51% quests are too hard to find 32% too many reboot-only things 29% not enough quests 18% not enough cool equipment 10% not enough variety 8% everything is too hard 8% the spammy talking mobs 5% not enough fantasy 5% not enough to kill 5% the silly long descriptions 2% everything is too easy 2% not enough realism 2% timed equipment 2% too much cool eq "Quests are too hard to find except for sherwood." "The only real complaint I have so far ahs to do with the quests...if you're clever, they're not particularly difficult, and can result in you being waaay over your head...having just wound up in Casablanca at L3, hiding from children..." "Quests, quests, quests: that's the big problem in a nutshell. That's one of the two big reasons that everyone gets into killing ruts. I have now solved two more quests in the last week. I was told by several senior players that i would smack my head and say 'oh' once i finished a quest, and see how obvious it was. I didn't. Both quests were frustrating for very different reasons. [Two examples of quests with inadequate hints given]. So how am I to suspect there's a quest there? This only scratches the surface: there are *many* (or maybe) quests where clues take you into the beginning and then leave you utterly baffled -- [more quests with inadequate hints given]. (I begin to suspect lately that some of these may involve learning magic words--but then there's got to be a way of warning you off of those if you aren't a mage.)" [Ed.: Well, we try. :( Hints for quests emerged as a major theme of the survey. We'll see what can be done and where.] [Ed.Note: Again, I ended up doing some editing of specific game information. It was kind of an iffy call, but I prefer to err on the side of caution.] "I think it is hard to find mobs to kill in mid range in most areas but London and Bengal, I know there are more, but I keep getting burned when I try them. They all don't *con* the same. A perfect match in London and a perfect match in Sherwood are not the same. I would like it if the *con* was more consistent." "We need a better range of mobs of all alignments for each level. Too many low lvl mobs are good." [Ed.: The average alignment for mobs on the mud happens to be 53, which is pretty darn close to 0. Tracking how well it balances out level by level is unfortunately a lot harder.] "Umm.. I don't know. I can't think of anything I've really disliked... perhaps that there are some mobs which I think should assist but don't (such as the London bobby)." "I'd like to see a lot more of the simple quests (like the baby llama quest or the eagle feather quest." ------------------------------------------------------------------------- - Choose the three qualities from this list that you care about most in an area: 64% lots of interactivity (talking mobs, etc) 62% range of mobs (levels) 56% quests (number and/or quality) 43% a logical map 43% "good" stat items 35% good writing 29% challenging mobs 16% good "rp" items 2% sense of excitement about what is happening 0% mazes [Ed.Note: Thanks to all who filled out and sent surveys and to Ptah and Kaige for tabulating the results!] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CODE UPDATE - We've tracked down several of the bugs that whave been causing us to crash lately, including one with the foul spell and another involving the wolf pack leader in the Seoni. - The poison weapons skill has been fixed so that only those who actually HAVE the skill can use it :) - Charmed mobs now go *poof* after their masters (and/or mistresses) leave the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _____ / _ \ DID YOU KNOW ...there is a peer review process for /__/ \ \ new areas or major revisions or updates to existing areas? / / / / In an effort to prevent unbalancing equipment, mobs, /__/ quests or even unpleasant bugs and oversights from being __ introduced into the game in the first place, we have / \ set up a process in which immortals must have the approval \__/ of four other immortals to have their area or update put m into the main mud server. _____ This is a new process and one that is a lot of work for / _ \ everyone involved so please excuse any delays in opening /__/ \ \ new areas this might cause. We feel it is better to open / / only well-done 'finished' areas that are consistent than / / to frustrate players with endless small changes or major /__/ disappointments when an area does not meet their __ expectations compared to others in the mud already. / \ \__/ Areas in the process of review include: Crete (new), the Paris Opera House (new), and San Francisco (expansion). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEE MIKA WEB! Ever wondered what Mika, the furry terror to shoe laces and chew toys looks like in RL? Thanks to Kaige, you can now find out! To see Mika and her pal Gabe, just take your web searcher to http://mud.aus.sig.net/ and go to Kaige's page (you can get there from the "About the Immortals Section"). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRIVIA CONTEST UPDATE Several people have taken home strung items as a result of the trivia contest! Congrats to them :) In case you don't remember the rules, here they are: Answer all the questions correctly to get a strung item coupon. Answer all questions plus find the secret web page and turn in the code word and you can win a second strung item. You can find the questions on Legend's official web page: http://mud.aus.sig.net/ and also in the last issue of the Legendary Times. Email your answers to [email protected]. Remember, the trivia runs until February 14th, the mud anniversary! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ________________________ / \ o O | Wonder what folks are | `\|||/ | doing over at LegendMud?| (o o) \________________________/ ooO_(_)_Ooo_____________________________________________________________ _____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____| __|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|___ _____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____ The major story of this issue is without doubt the Farnsworth Saga. Apparently, the itinerant bard has been on a quest for enlightenment for some time now. For weeks, notes such as the following appeared on various area boards: (the Klein board) Dear brother, As I sit here in the city of your birth I ponder our many exploits together. I find that Ours is a good a firm relationship. We have a closeness no other brothers can match. Remember always brother that great minds think alike. I will always be there for you as I know you will always be there for me. I will continue my search knowing that I am richer for my family than most men. This I do have the answers to. Farnsworth, pilgrim (and still wordy) [Ed.Note: Farnsworth appears to be referring to "Zorn" when he says "brother"] (the Tortuga board) (5) From: Farnsworth Title: The pilgrimage continues This place is cold and empty of philosophies. The pirates and scoundrels who hang around here are without direction. I can learn nothing here other than despair. This is not the place I seek. Farnsworth Kurwa, Pilgrim After several days, Farnsworth, in the company of his wife Linda and brother Zorn, began an ascent of Mt. Kilamonjaro, where he hoped to find ultimate enlightenment. "As we climb," he remarked, "I find a peace coming over me. I believe I have done the right thing...I believe I will find the answers." Gasping, he exclaimed "IT's spiritual!...I am sure now It has all become to obvious." "Tell us the truth that has been revealed to you Brother," Zorn queried. "The truth is..," Farnsworth began... "Tell us dearest," begged his wife. As Farnsworth stepped backward, he tripped on a small pebble that rolled loosely underfoot--a pebble he could have sworn was not there merely moments before...Losing his balance, he fell without a cry over the edge of the cliff, amid the screams of his loved ones... >From his far off vantage point, Dominic sighed and said "I was afraid of this.." "I reached, but couldn't grasp his hand," Zorn sadly reported. Amid the general alarm, Farnsworth landed heavily, but was not killed... a nasty gash at the temple and a disoriented look indicated that some trauma may have been suffered... "Zorn," Linda begged, "Please tell me I'm hallucinating or something... it can't be happening...not now!!!!" "It is,' sighed Zorn, "I don't know what we can do for him now." Farnsworth groaned heavily. "Oh my head....." "We need a doctor in London!!!!," Linda yelled. "Who are you people?," Farnsworth asked as he looked around in confusion. Cora answered Linda's desperate request: "I'm near London and know a bit of the healing arts if someone needs assistance." "Darnit, who are you people"," Farnsworth continued. "I am Darby, of Clan MacLaren," Darby answered, "And yourself?" Farnsworth began his answer: "Why I'm........" He stopped in confusion and admitted "I don't seem to know." He frowned. Examining her patient, Cora remarked "It seems you've had quite the fall there Sir." She dabbed a bit of sab to the nasty gash on Farnsworth's forehead. Farnsworth winced in pain. Looking up from her work, Cora gravely addressed Farnsworth friends and family. "It seems," she explained, "that the blow to his head has caused a severe case of... AMNESIA! In the days following, Farnsworth has continued to exhibit those symptoms, much to the consternation of those close to him. Spencer, a close friend of the Kurwa family, sent us the following account: Listen, my friends, as I tell the tale of events that I witnessed a night not too long ago. The story of a favorite son of Legend; a most noble Bard; a humble doctor; an honorable man. Some time ago Farnsworth arrived in London, and shortly thereafter began his life of exploration. It was an exploration of more than just locale. Through the many levels of life's experiences he progressed: skills were learned, lands explored, quests completed, foes fought and friends won. He gained a wife, the raven-haired waif Linda, strengthened his relationship with his dynamic brother Zorn, adopted a son named Valad, rose to high rank within his clan of choice, became a doctor of some note, and gained the friendship, loyalty and respect of those who came to know him. Yet, though he might have been considered at the height of his being by some, Farnsworth Kurwa needed more. He was recently seen traveling the paths of Legend, searching to find the source of his unrest and talking to the inhabitants, constantly learning the ways of the different peoples. Along the way he began to note his thoughts on local boards, sharing findings and expectations with any reader with interest. He began to divest himself of all but the most needed to continue - many were offered an item from his bag, for free or for an up-grade with the replaced item being returned to the bag for another's possible use. Farnsworth once noted to this humble chronicler that he was pleasantly surprised at the generosity of the many persons he encountered. It was obvious that he was pleased with this knowledge. If one reads the boards, a story of progress emerges, leading the reader through the enlightening of a driven man. Driven by a need which may lie within us all. But, unlike the majority of us, Farnsworth seems to have come across his final answer. On a night not long ago, he was seen in the company of his wife and brother, as well the noble knights Sir Dominic, Sir Somar, and the late arriving Sir Parneb. He chatted amicably with his fellow Bard, Howard, and was generally in what might be called a serene mood. He had resigned himself to the inevitable fact that what could not be found on the land must be sought above the land - a quest to the highest point on Legend must be undertaken. Naturally the loving Linda and devoted Zorn accompanied Farnsworth on his sojourn. From the docks of Bengal to Zanzibar they journeyed. Across the Savannah they traveled, and up the slopes of Kilamanjaro. And there, in the heights as he had suspected, one could see the serenity settle upon him. A look of fulfillment spread across his face, sending joy and curiosity through his companions. Farnsworth began to tell his companions the reasons for his jubilation when Fate took notice. An unwatched step, a loose pebble, a delayed reaction, a aborted cry of alarm, seconds seeming like hours. Before the shocked onlookers, Farnsworth Kurwa tumbled from the pinnacle. Confusion reigned for some time thereafter as the reality of what had just occurred registered. Grief-stricken and numb, Linda and Zorn returned to London, carrying with them the battered body of their beloved husband and brother. At the hospital, with Farnsworth in the care of an able nurse, Linda and Zorn sent out a desperate call for a doctor and their pleas were soon answered by the charming Dr. Cora, who ably ministered to the physical wounds. Amidst outbursts by the sometimes hysterical Linda, the solid Zorn stayed calm, comforting the grieving wife and aiding the working doctor as needed. But as the doctor announced that the patient would recover, a more somber bit of information was to come to light as well - Farnsworth had lost his memory. The tale does not end here, my friend. Not in the least. As you wander this world you will see Farnsworth Kurwa. You will see him progress again. My last information tells me that he has begun to remember - he has learned that he is a fighter; that a scalpel feels right in his hand. He says feelings are more familiar to him than events (Tho, I might add. he did say something about Tad and a parade of bunnies being a real memory). He travels often in the company of his wife, who now carries the burden of being mentor as well. So this story, it seems, has no end at all. Nor does it have the answers which Farnsworth spent so much time searching for. But I believe we may all learn something from this man, and I hope each of you has an opportunity to meet him, talk with him and travel with him. Your humble servant, Spencer \|/ \|/ \|/ Several other characters have suffered various traumas in the past few weeks. Vandal was permanently slain by a leather clad bike goddess; apparently he got in the way of her turn signal. Agrippa, key player in the legendary child custody battle with Damara decided to exit since various players were responding to his rp in an ooc fashion. Apparently, the Hermetics are raising his son Romulus Xo Daer, while the Knights have the care of Chelsea. Ely departed these shores last week. In turn, Ely's fiance Genn seems to have suffered some curious transformation. We received this communication from her just a few days ago... 29 January, What a strange set of occurences these past few days! It began yesterday, when i managed to get my hands on a new dagger. I was thrilled, because it meant i could finally give my Ely back the beer bottle he had lent me to defend myself with. I was on my way back to my clan hall to drop the dagger off, when i blacked out. I awoke this morning in the Royal Stag, to discover that everything i had was gone! the new dagger, Ely's bottle, even my nose-ring! But most distressing of all was that i had lost the thing most near and dear to my heart, the crystal circle of love that had been given to me by my Ely. This loss i could not bear and i wandered the streets of london in a deep blue funk, pondering my predicament. Not only had i lost the ring, but i had lost things i had been trusted with...how would i ever face Ely again? During my wanderings, i happened upon a young man with bright, white teeth. Normally, i would have ignored him, but his eyes were black, like my Ely's, and it set me to crying all over again. He asked me what was wrong, and i spilled it all to him. He told me he could help me...he told me of his people, descendents of Caine. He told me how they were cursed by God with immortality and a hunger for blood. He was Nosferatu, a vampire. He told me that through him, i could find the strength and the power to right things that had gone wrong. At this point, it was my best option, so i asked him what was required of me...he told me that i must die, in order to be reborn of the blood of Caine. He closed his lips around my neck and bit down hard. I could feel the blood flow from my veins, and felt myself getting weaker. Just as i was about to black out, he stopped, and bit his own wrist. Holding it to my lips, i felt his heart beating in time with my own, i felt the power in his blood, and i drank. Soon the pounding of my heart became more intense, until it filled my head like the noise of a thousand drums. Unable to tolerate it any more, i broke from him, and ran. As i ran, i heard him say "It is done." I knew what came next. I returned home and came to my desk, where i began writing these words. I should be dead by morning, and i will be changed forever. Will it be for the best? i cannot say, but time will tell. --Genn \|/ \|/ \|/ Satsu, beloved leader of the Hermetics, recently announced his retirement as GM, as well as from Legend. His place was filled by Xo, who has appointed Toranthaz as the Hermetic Scribe. From what we hear, Xo plans to continue the policies of Satsu. In the past week, the Hermetics (along with the Secretives) have been seen duking it out with Magda and Kretch...more clan wars, perhaps? On a more peaceful note, Mitra (the clan's shield maiden) and her husband Gerry, announced the birth of their daughter Vashti. Vashti, it seems, is quite precocious. She's already getting around Tara and learning the crafts of her parents... \|/ \|/ \|/ We recently received this flyer. Looks like a new rp clan! I am glad to present you the goals of the new LegendMUD clan: the adepts of the Shotokai. Our clan is dedicated to the study of ancient Japanese martial arts and wisdom. We hope to teach our members how to salute their brothers and roleplay with Japanese words. Shotokai is a style of Karate, based on quickness and concentration, perhaps..... surely, the most powerful fighting style ever created by men. Our clan is not yet a formal one, but tends to be. We accept all players, especially dex fighters and cause mages. We couldn't care less than alignement, our alignement is your own inner peace. .... Pray with us for the long life of the Shotokai, may the ancient warlords survive in the realm of LegendMUD Sayonara! \|/ \|/ \|/ THE RETURN OF KENDRIK We received Darby's account of the events just before going to press today: It all started right after yet another of my battles with Rhys, in which I was once again whipped soundly. While resting at the Silver Branch, I caught a few snippets of conversation about my nephew, Tad. He was apparently in Hell at the time, with several of his friends (all women, in this case). This in itself was not a problem; however, I also heard that one or more of them was trying to teach him things that a child of the age should NOT be hearing about. So, suspicions raised, I inquired what was going on. Mitra, Nocturne, and Sabella responded, and what ensued was a discussion that went something like this (not exact quotes): Sabella: He's a bit young, Nocturne. Mitra: But he's so young! Nocturne: Yes, but he's also SO cute... Darby: WHAT ARE YOU DOING TO MY NEPHEW?!? Sabella: That's true, he IS really cute. Nocturne: Besides, how young is he, really? Mitra: Way too young for that! Darby: Sabella, you're the boy's godmother! You're supposed to keep him OUT of trouble! Sabella: Well, he's got to learn sometime, doesn't he? Darby: And you're going to let NOCTURNE, a succubus, teach him? Nocturne: Wouldn't you rather learn from a professional? Darby: I'd rather he didn't learn at all, for now... Sabella: Darby, do you have any idea how many females you're coming very close to offending? Darby: Uh, none? At this point I realized that things were really not going well, as I rarely become that insulting. (My apologies for that comment for everyone who was with Tad at the time.) As I cannot bypass the angel and get into Hell, there was very little I could do. Finally I lamented "Where in Hell is the boy's mother?" then realized that if she was in Hell at the time, there wouldn't have been a problem. But finally, another came to my aid, as in front of me materialized... the ghost of Kendrik! I at first thought it a hallucination brought about by my wounds, but he assured me "It is I, brother." Heated argument between myself, Kendrik, and the women accompanying Tad continued right up to the point where I ordered Tad to leave them immediately. No sooner were the words out of my mouth, than did Tad arrive in the Reception. At that point I witnessed the tearful reunion of Tad and his father. Tad tried to hug Kendrik, but simply passed right through him. Tad: "Why can I nae touch ye, Da'?" Kendrik: "I's dedded." (I never could quite get my brother to speak well around the boy...*sigh*) Kendrik: "You must not see Sabella or Nocturne anymore, my son." Tad: "But Da', they're me friends!" Darby: "Brother, Sabella has been named the boy's godmother, and she really has been very good to the boy." Kendrik: "I wish my son to have no truck with vampires and succubi." What ensued was more pleading by Tad, more stubborn denial on Kendrik's part, several other intercessions by me on the part of Sabella, and finally my brother relented... Kendrik: "Very well, you may see Sabella, but you must have nothing to do with that demon Nocturne!" And, his decision reached, Kendrik had to say his goodbyes and leave us, as the pull of the spirit world was becoming too strong. Unfortunately (and understandably) Tad didn't take this at all well, and with a sob he jumped up and ran off. This prompted me to immediately call for help, as I knew the boy was about to do something rash. I received a few responses, including Sabella's "Tell the boy's father to take care of him." to which I replied "I'd love to, but he up and left again!" In the end, it was Arturos who arrived to help me. I followed Art, who tracked Tad to the Dun, where he was taking out his anger on anything that happened to be in the way.... including, once he was done with the nearby guards, Arturos! Meanwhile, I was stuck in the middle, casting cure spells to try and keep both of them from dying. Eventually, Arturos had to flee; I decided to follow Tad, as he was more likely to get himself killed, while Arturos tried to find someone else that could help. But unfortunately, help in the form of Jondalar arrived just too late, because Tad fell just as he arrived. When he finally came to, many others had arrived. Arturos had returned, and Sandra came, concerned for the lad. The demon Nocturne also showed, but not wishing to distress Tad any further, I decided not to make an issue out of it. Eventually Sandra asked to speak with Tad in private, which seemed to do him some good, and the MacLaren family's long night was over. I shudder to think what my sister Northstar's reaction will be; she has much the same temper as my brother and nephew. Anyway, I just wish to express my thanks to Mitra for trying to keep the boy out of trouble in Hell, to Arturos and Jondalar for trying to prevent this unfortunate occurence, and to Sandra for doing an excellent job of comforting the boy. And also to Sabella, for she truly has done a good job as the boy's godmother... And as for Nocturne... well, I would like to see Kendrik's wishes obeyed, but this is a matter to be left for the boy's mother. I thank you all for listening, and hope that matters are going better for you than for me and my family. --Darby MacLaren =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Legendary Times is put out by the gods of LegendMUD. Please send all replies/additions to to our address at [email protected] for inclusion in the next edition. We, however, reserve the right to moderate this discussion, and may object to some submissions. If you feel we have wrongly omitted one of your messages, please talk to Rusalka online or through EMail and see if she did indeed receive it in the first place. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=