Intelligent roleplayers, but alas they are hard to come by, I'm currently working on a text roleplay game and the main element of the game I've focused on is user customization, they've got tons of clans, families, and classes to choose from, and a bunch of other options. I'd definetly put some effort into user customization, it makes them feel more comfortable while roleplaying.

~Zl
In response to Zloud
Zloud wrote:
Intelligent roleplayers, but alas they are hard to come by, I'm currently working on a text roleplay game and the main element of the game I've focused on is user customization, they've got tons of clans, families, and classes to choose from, and a bunch of other options. I'd definetly put some effort into user customization, it makes them feel more comfortable while roleplaying.

~Zl


I think customisation is only good with graphics (and lovely overlays).

But maybe I should go back to Icon Chatterz. :)
In response to Elation
Are you stalking me?! Customization can work wonders in text based games, as I mentioned before, would you rather want to choose from two clans/classes/families ect. or twenty? Players would come in and see the limited choice and leave, but if they come in and see a list of possible choices they begin to thump their leg rapidly on the ground...or atleast I do.
In response to Zloud
Zloud wrote:
Are you stalking me?! Customization can work wonders in text based games, as I mentioned before, would you rather want to choose from two clans/classes/families ect. or twenty? Players would come in and see the limited choice and leave, but if they come in and see a list of possible choices they begin to thump their leg rapidly on the ground...or atleast I do.

Ample variation, at least in computer games, do not equal quality.

I'd rather have a set choice race in a game- eg. Martian, Robot, Monkey or Frog, than a 10 word max box that could let you be any race.

I suppose I prefer the identity.
In response to Elation
I like choices, and lots of em! Ice cream is a good enough example, and yes that still relates to games.
In response to Zloud
Zloud wrote:
I like choices, and lots of em! Ice cream is a good enough example, and yes that still relates to games.

Would you like Chocolate chip with 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 10.5, 11, 11.5, 12, 12.1, 12.2, 12.3, 12.4, 12.5, 12.6, 13 chips in?

And does it make the icecream as a whole any better?
In response to Elation
Having meaningful choices is important.

Vanilla icecream might be great, but I, personally, prefer to customize my choice because I prefer Mint 'n' Chip or Cookies & Cream. And I really don't care how many mint chips or cookie bits there are, as long as they're in there.

But then, you were just being argumentative, weren't you?
In response to Foomer
Yes, I'd say slightly mindless babble, while still holding some truth and value.
In response to Wizkidd0123
Or it's based around killing...
In response to Foomer
I hated HrH shops. I had this guild called the Brewberry knights, and we did a lot together. We didn't have our own currency, we didn't have a store. We had a small pub and a sleeping quarters with water for everyone.

Problem was the bandits. If it weren't so easy to make a bandit character, the game would have been perfect.
In response to Ter13
Ter13 wrote:
I hated HrH shops. I had this guild called the Brewberry knights, and we did a lot together. We didn't have our own currency, we didn't have a store. We had a small pub and a sleeping quarters with water for everyone.

Problem was the bandits. If it weren't so easy to make a bandit character, the game would have been perfect.

Bandits were no easier to make than any other character in HrH actually - it was just more 'in vogue' to be a baddy with the crowd of that time. I did pretty good as a scribe or as a mage, but yet hardly anyone saw me because i travelled the whole map (I actually have about a 1 meter-square sheet of graph-paper with the entire HrH world on it, on my wall) and trained away from the masses surrounding the hall. i found spots easily defendable and secluded. it was funny watching all the bandit muggings go on around me (i hid in the trees a lot).
In response to digitalmouse
Can you take a picture of the map and upload it? I'd like to see it!

Plus, that's what I said, bandits should be harder characters to make. Anything that takes advantage of other players should be a bit harder to master. Plus, I think sylas should have refused to feed anyone who had stolen from another player in the last half hour.
In response to Ter13
Gah this HrH talk is making me want to sit around customizing my burrow again...
In response to Ter13
Ter13 wrote:
Or it's based around killing...

MUDs based around combat, and not roleplaying, suck. Every last one of them.
In response to Wizkidd0123
I agree completely.Combat can play a part in the game, but I don't even get the point of combat only online games anyway, unless they have score tables or leagues or something. You might as well just spend the bill from the internet on a combat PC game.
Sana'te (yes, I am starting work on that again. I'm either daring or an idiot) is mainly based on economy, where players have useful skills that they use to make money. But the game is also closely based on roleplay. If you can't be bothered to roleplay, you don't get into the main game area.
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