Today I stumbled upon this project and decided to try it out.
Before I start my feedback let me warn you that I am new to MUD. I found out about MUD a week ago and since then roaming the mudconnectors to find a suitable project for me.
Previously I was trying my luck on projects of my native language, but they are not able to provide the level of enterteinment I am after. This is my first english MUD.
It is easily that I missed some crucial information along my explorings and pondering so you are more than welcome to point out where I am wrong.
Point #1: the creation of new character and learning the basics.
While creation of the character is intuitive, it is impossible to gain any in-game information about what the hell are you doing.
On some other MUD projects it was possible to type out, for example, HELP THIEF during the character generation and study the class you are about to pick. In this case I needed to roam along the website to find the information I desired to learn.
Other than that I would like to note once again that character generation was intuitive and easy.
After my character was successfully accepted by staff (which happened less than in 2 hours) I logged into the game and "pointed newbie" to receive some basic training about in-game interactions.
Is it just me or training consists only of five rooms?
In first room I was taught to look at tables, sit at tables, speak to others and read the message board. In same room I was told about some psionic abilities.
In second room I was teleported to market, which I had not a single clue how to use and could easily skip if I did not figure out how to use "HELP BUY" in time. On market I spent about half a hour attempting to wear the robe and manipulate the hood, but gave up and just stored it in a backpack. I bought there some items, without knowing how exactly they may be useful to my character and if I picked the correct equipment and proceeded to the last room of training (market area consists out of 3 rooms).
The last room was a room where I needed to pick a place to start my adventure.
In short - I am disappointed by training.
On my first MUD project I was taught to properly navigate around the world, interact with world, to use skills and gear, evaluate how dangerous various beings are, initiate and participate in combat, assist someone in combat, interact with containers, interact with merchants, bank, stables, loot and skin corpses and etc, etc.
Compared to that - you just gave me a stick and nudged into a dark cave to fight a dragon.
If I did not receive that training before trying this project, it would be just impossible for me to understand anything at all.
Point #2: the pace and prioritization of output.
The second thing I want to whine about is extremelly high pace of the game and lack of assist to prioritize the output provided by the game.
For example, there was a moment when my character was inside of the tavern with more than 7 PC patrons inside and someone attempted to interact with him.
In the same time there was ongoing conversation, trading, drinking and system messages happening.
I found myself in a rather dazzled condition, when I was starting to type my response, then stopped it to study over 10 new lines of text to see if I should modify my character's responce so it would respond the current situation inside, continue typing, stop typing in a few seconds to see that the character who originally adressed my character previously looses his patience and adresses the character again in slightly modified manner, start over typing the message, understand that I forgot what was said to my character, find the message somewhere in the middle of drinking roleplay, continue typing and, finally, see that another player gave up and just left the area.
It is nearly impossible to keep track of situation in conditions like that. And I doubt that there are that many people who actually can do it.
Myself, I feel confused and in need of rest to process the information even after more than 20 minutes from this situation.
My brain is simply not able to process that much information AND to translate it right off the bat that fast.
On other projects I tried out I was in similiar situations, but never had the same problem just because they used the colored fonts to indicate the nature of output.
My brain quickly learnt to recognise it and react accordingly to priroty of the message.
For example, the red font was used for combat and dangerous situations, light blue to indicate that someone spoke to my character, yellow to indicate another characters and interactable items, and white for anything not related to situations above.
In fast-paced situations I just paid attention to colours and investigated those messages of higher priority first.
If engaged in active discussion, for example, I completely ignored any white output and just concentrated on blue text.
I was told by helper that coloured output was suggested many times before, but, for some reason, was not implented.
Please, reconsider - it will make player's life (especially new one) much easier.
Point #3: general perception of project
Despite my disappointment regarding point #1 and #2, I enjoyed my experience I had on thos project and looking forward to return and continue my roleplay.
I enjoyed the roleplay I witnessed during my visit, my interactions with some other characters and I also noted that community is friendly towards the new players, which is actually very rare in any previous projects I visited. On one of them, for example, some of the old players placed the bounty on my head as soon as I mentioned that I am a new player and I was offered a choice - to waste my time and prove that I am actually a new player by meeting some of the older player in real life or to be endlessly killed by anyone, since they suspected that I am just some old player deceiving them to infiltrate some clan.
Currently all my questions had been answered by very kind helper in "live help", but I will constantly update this thread and it's head message if I will have any new questions.