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Message from discussion Medievia & the fate of Adversary
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Mike Smith  
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 More options Apr 29 1993, 2:36 am
Newsgroups: rec.games.mud.diku
From: msmith@bigboy (Mike Smith)
Date: 28 Apr 93 23:37:50 GMT
Local: Wed, Apr 28 1993 7:37 pm
Subject: Medievia & the fate of Adversary
Hello,

   Ok enough "Adversary" talk, here's the scoop... Adversary is gone, it's
future is not known to anyone except for Abaddon himself, who may or man not
come in here and let you know what happened. Medievia didn't "Take Adversary's
port", nor did Adversary OWN that port or the machine it is on. Now here's the
scoop on Medievia...

   Medievia is a Mud running on Merc 1.0 (HEAVILY Modified, and still being
modified) code. If there's something you don't like about Merc 1.0, chances
are, we changed it, or are in the process of changing it. MOST (I say most
because there may be others we haven't found yet) of the bugs have been ironed
out of the Merc 1.0 code we are using. IF however, you think you know of another
bug we may have missed, come on into the Mud, find Vryce or myself (Highlander)
and tell us about it. If Vryce is on (he's the programmer) DEMONSTRATE the bug
to him, and it will be removed PDQ! Medievia is not your average mud, we pride
ourselves on being a mud where the implementors and Gods get along well with
the players. We don't ignore the players (though sometimes we can't get to
every request immediatly), but we don't play the game as if we're better than
you just because we're (so called) "Gods" and you're "mortals". It's our job
to make sure you have fun. If we think you're not, we aren't having fun, so we
do our best to make things interesting. It's my personal job to create the
world you play in, and I listen to any requests players make. (Some of them
honestly stink, but a lot of them are good), and I use the ones that are good.
We go over our Bug, Idea and Typo text files daily and DO correct problems
regularly. We're not a fly-by-night mud, we don't plan to disappear tomorrow,
with a promise to return, yet never do. If we disappear, it won't be because
we (the implementors) chose to.

   Yes, our mud is a "Fantasy" based "Combat-based" Mud, and yes, that may not
be your cup of tea. But if it's not, may I ask you, why are you reading news
postings in rec.games.mud.DIKU? Our mud's zones are often based on fantasy
novels, so there's a sense of familiarity in our mud's zones. We have a mix
of original ideas, and zones based on books (for instance, Robert Jordan's
_Wheel of Time_, Raymond E. Fiest's _Magician_, Anne McCaffrey's _Dragonrider's of Pern_, and so forth...) Medievia has special code in it, to implement
constant running quests, such as the "Fount of Wisdom/Dragon Crystal" quest,
or the soon to come _Kingdom of the Wall_ quest, plus we are the only Mud
that we know of with an acutal working river (has a current, waterfall, living
breating eco-system, fishing, etc), real atmospheric conditions (You can be
struck by lightning, knocked over by earthquakes etc etc). Medievia's
resources are large, we have almost exclusive access to the Bigboy machine,
located on the Temple campus, so we plan to make the game quite big. Currently
we sport 15 zones and around 1100 rooms, but the world grows on a daily basis.
We don't claim to be the best, we just claim that we're going to be! Come on
over and take a look, we'll appreciate your input and ideas!

msm...@bigboy.cis.temple.edu (Highlander - Medievia Implementor)
sp...@access.netaxs.com

Medievia: bigboy.cis.temple.edu 4000 (129.32.32.98 4000)
          ...where reality is a collective hunch!


 
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