We have made quite a bit of progress addressing player concerns with you guys so far but I would like to ask what are we still lacking or need to improve still?
A small list of what we have done since the game restarted:
I think big groups are easy to get together and keep together. This was a problem in our last version.
Exp gets better as you add more players, which was a problem in the last version too. Two man exp was max exp and dominated our game.
I think the new combat system is working as we want it to(although it may be too hard to two man now).
Ive addressed disruption and havent gotten many complaints since the skill has been put in.
Fargate has been addressed with the quicksilver wands and one more fargate day per month. There are usually atleast 5-10 wands ingame at all times, use them!
Clans are really fleshing out, more to come...
The game is more stable than it ever has been. We have one unsolved crash bug but basically the only time we ever reboot is when I was adding code, which was all the time at first. Ive concentrated on one area this last week and we have been up for 6 days without a problem.
What Im thinking:
1) Gold still needs to be addressed at lower levels. Still waiting on code on this that I am unable to do but I do have a solid game plan which involves two things: adding more gold areas(atleast7-8) and gold will grow on mobs as their exp does. However it will not grow as high as a mobs exp does which is like +60% its original xp value.
2) Hitrolls for players need to be higher. We are trying in this area. I have added hitroll to newbies and their innate login weapon(I think). Much new eq will be centered on this but we need a solution now not in six months.
3) Everyone is anxious for Lyme. There will be an opener quest within the next couple of months.
4) Everyone is also anxiously awaiting avatar levels(especially since most of you were avatars). Code is done to open up first 5 levels at 6x40, second five at 7x40, and rest at 8x40. Krom and I are still debating if we should open them up sooner. However we strongly feel leveling those later levels are really beneficial. Many disagree but you gain skills, spells, hps, mana, hpr, mr, etc with those levels. Avatar class has been redone and isnt quite as powerful as it was in s3, however it still makes a character unbelievably formidable both for soloing and group skills.
What else needs to be addressed and seriously looked at? I realize our pbase is shrinking weekly but we expected that. A lot of older people are back playing and replacing those that quit, however some of these will quit also for the same reasons they did previously. Or maybe new ones.
As long as we still have a solid playerbase of players who enjoy the game, we will still work on it and provide it for you at our expense( time, energy and money).
Overall, I am hoping we remain in the area of 25+ players online a day. And we are easily doing that. Not many muds can say that these days. We are a dying breed so be happy and support your game. The ideas list is there that I check daily and bugs list for things you think arent working right.
SLOTH MUD version 3.115
Code modified on: Tue Jun 2 23:57:42 2009 (UTC)
Sloth compiled on: Tue Jun 2 19:09:25 2009 (local)
Start time was: Thu Jun 4 17:16:02 2009 (local)
Current time is: Wed Jun 10 20:23:30 2009 (local)
Uptime: 6 days, 3 hours, 7 minutes.
Last reboot was: *crash* *crash* *crash*
Chars in character_list: 13372
Objs in object_list: 9653
Total number of distinct mobiles in world: 9272
Total number of distinct objects in world: 8146
Total number of rooms within the world: 25035
Total number of leaked mudl data wrappers: -71311
Average players online: 24
Maximum players online: 39
5 minute average processor load: 25%
Player min/av/max response times (msec): 0/3/73
Mob/Room min/av/max response times (msec): 0/56/1794
Suggestions please on what needs to be worked on,
Splork