3 ms·
I recently tried to play a 'modern MUD' . I loved MUDs as a kid, surely modern is better. In a popular shard, with a prime-time population of 110 people, there
by serf 3y ago
I recently tried to play a 'modern MUD' . I loved MUDs as a kid, surely modern is better.
In a popular shard, with a prime-time population of 110 people, there existed 60usd 'cosmetic' item for sale in a very modern cash shop.
Unable to wrap my brain around the concept of a MUD cosmetic item, nor a MUD cash shop, I shop-lifted the item.
I now give this , free, to you fine folks on HN : "prismatic crystal"
Wear it with pride; I quit on this whole modern MUD thing until my brain re-solidifies.
- BlarfMcFlarf 3y agoI dunno, I have no problem with them using an f2p model to pay for full time ongoing development, moderation for events, etc. And a cosmetics cash shop isn’t more baffling then fortnight or whatever: you basically just took a screenshot, but that still doesn’t let you walk around with it in game on your character. No, the real problem is that it takes a strong direction for this sort of system to not devolve into selling power, and making the game shitty and grindy for free to play players to push them towards buying skips, and as far as I know, a lot of those Iron Realms muds have failed this hurdle.
- klibertp 3y agoOn the MUD I spent most time on, when the feature of making haircuts (and later tattoos) landed it was a Big Deal. There were very few designs, you had to go to a remote location (through dangerous areas) and pay a lot (in the in-game currency) to get it done. All the effort for literally one short line of text added to the description of your character... It might seem strange, but that's kind of the point of MUDs (for many people). Cash shop? Possible and imaginable. There were always people willing to pay others to level their character, for example. Should it be actually (and officially) implemented, though? I have some doubts here...
- munk-a 3y agoFunding for MUDs has always been an extremely difficult topic. You've got basically two options - either rely on financially stable retirees with way too much free time or rely on college students with way too much free time. The hosting cost is essentially nothing and setting up a dono button but accepting that you'll probably spend about 1-2 hundred dollars a year of your personal money (as the owner/operator) to maintain the server can cover that cost... but staff is where the real challenge is. MUDs live and die by having a good, fair, engaged staff of RPAs (role-play administrators) or whatever you call them... and those people need to absolutely love the game world because the expectation levied on them is either (with good staffing) 4-6 hours a day or (with thin staffing) 8-12 hours a day of labor to watch player requests, set up events - etc... and while mud player bases skew towards experienced players who appreciate and respect the work an RPA is doing there are always new players that can be abusive and even experienced players have bad days (especially if your game is perma death - then drama will occasionally dial way up). One other thing to keep in mind is that when you accept the mantel of RPA you're losing a lot of your ability to enjoy the game, you have access to privileged information and will either 1) metagame and be a terrible person 2) manage to drive your character in a direction away from plots you're personally managing (only possible with sufficient staffing) or 3) (the most likely) find yourself having difficulty playing because you know the metagame temptation is there and it's hard to compartmentalize information. The TL;DR is that MUDs are freaking hard to staff for free - offering compensation (even if it's just an occasional 100$ gift card in thanks for a month of work) is a huge boon to the community... but given the size of the player base and the demands on staff actually paying a decent wage is pretty much impossible. In your 100 person MUD example the staff is probably somewhere around a dozen people - lets assume you have a staff ratio of 1:8 - that would mean that to afford 15/hr you'd need players (that tend to be logged on 4 hours a day) to pay two dollars an hour or sixty dollars a month. Employed people can shrug off this cost - but people with a full time job can't play MUDs... so you're looking at getting 60/mo out of college students and retirees and that's pretty impossible.
- stormcode 3y agoGreat write up and very very true. The MUD I staff has a running joke (but also not a joke) that the first one of us to win the lottery will just pay everyone to admin it.