It seems like the way to success is to have players already on the mud. I can't tell you how many people I've seen come on look around, see no-one, and leave. I've seen mediocre muds with tons of players. I code my mud for the fun of it, because it seems no matter how much I advertise or have my (small but loyal) players vote for us, my playerbase doesn't get any bigger. Do it for yourself. Enjoy this little piece of world you can call your own. And if you get people to enjoy it too, great! If not, sit back in a world where you can be called a god and relax :P Sure, I'd love to have more People stop by and play but I'm not going to let that get too me (too much) :P hehe
The hardest part of coding/running a mud is getting people to come and play. -K (AKA Thalor) Crimson Gate Crimsongate.kyndig.com 4555 >>>>-----Original Message----- >>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On >>>>Behalf Of Daniel O'Neal >>>>Sent: Friday, June 24, 2005 9:21 AM >>>>To: [email protected] >>>>Subject: RE: Miserable Failure or Unsurpassed Success >>>> >>>>This is a hard question honestly. Personally I'm going the >>>>"start with stock, rip everything I don't like out and fix >>>>that, and add tons of features to it". To be honest, I did >>>>tons of research, checked out the big muds to find what I >>>>liked about them, and checked around to see what the >>>>players liked. From there, I started implementing on Rom >>>>(flavor of my choice, easiest to change imho). >>>> >>>>Treat the mud as a marketable service, treat it like you >>>>want to make money off it, even if you never will. >>>>Consider advertising, via mudmagic, top mudsites, etc. >>>> >>>> >>>>-----Original Message----- >>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On >>>>Behalf Of Jesse >>>>Sent: Thursday, June 23, 2005 8:34 AM >>>>To: [email protected] >>>>Subject: Miserable Failure or Unsurpassed Success >>>> >>>> >>>>Features are great, and coding them can be a lot of fun... >>>>but what good is a feature-rich MUD when most of the >>>>features are rarely (or never) used? >>>> >>>>Most of us on this are the admin of a MUD (maybe even more >>>>than just one). >>>>Some of us run successful games while others just code for >>>>fun and don't care if there's a dedicated player base. My >>>>question is: >>>> >>>>What is it that separates a successful game from an >>>>unsuccessful one? >>>> >>>>Do you start with a stock system, attract a player base, >>>>and then modify the game democratically based on what the >>>>players want? Or do you design everything, release it as >>>>playable, and hope that people like it? Another question, >>>>also: In what timeframe can a MUD be considered to be a >>>>success, or a failure (1 month, 3 months, 6 months, 1 year, >>>>5 years, 10 years)? >>>> >>>>Someone should write a guide called: 10 Steps to a Successful MUD >>>> >>>> >>>>-----Original Message----- >>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On >>>>Behalf Of Valnir >>>>Sent: Wednesday, June 22, 2005 9:07 AM >>>>To: [email protected] >>>>Subject: Re: Re[2]: Quiet >>>> >>>>I actually created a throwing option for our MUD sometime >>>>last year, but it wasn't used much. In the last month I >>>>updated it to allow mobs the ability to throw objects at >>>>characters also, and also enabled the ability for >>>>characters to throw objects into the next room, and thru >>>>portals. The object >>>> >>>>has to be of an exploding nature though, and it causes room damage. >>>> >>>>- Valnir >>>> >>>>-- >>>>ROM mailing list >>>>[email protected] >>>>Unsubscribe here ->>> >>>>http://www.rom.org/cgi-bin/mailman/listinfo/rom >>>> >>>> >>>>-- >>>>ROM mailing list >>>>[email protected] >>>>Unsubscribe here ->>> >>>>http://www.rom.org/cgi-bin/mailman/listinfo/rom

