Showing posts with label Realms of Despair. Show all posts
Showing posts with label Realms of Despair. Show all posts

Monday, March 1, 2021

Returning to the Realms of Despair

Ever since I've started playing Realms of Despair two months ago I've been amazed at how much the game has grown over the three years since I last played. While it seems like other muds are struggling and dying the Realms of Despair has been going through a renaissance of late with a steady number of players, new content and other changes being implemented. As a returning player what has struck me is that the changes that have been made over the last few years have all been improvements. This post will cover the changes since I've been away and my thoughts about them.

  • Prestige and Multi-classes: This has been the biggest change that has impacted upon gameplay over the last few years. It is now possible to upgrade level 50 characters to either the new more powerful prestige classes of dread vampire, hunter, harbinger, knight, infernalist & buccaneer or to multiclasses such as mage-thief and so on. These classes have opened up new parts of the game bringing new strategies and options to killing bigger mobs. While there is a significant barrier to unlocking these new classes in glory, gold and experience points the benefits outweigh the price. It just means I need to work on getting glory anyway I can so I can join the fun.
  • Discord Server: Zistrosk has set up a discord server for the game. This has been a fantastic way to connect and communicate with players outside of the game. Announcements about new changes and events are broadcast to the players on the server while also allowing for feedback to be given. It's been useful for me when I'm not online but I get a notification on my phone through discord saying that a quest is about to start. I can just log on and start questing. I also love that on discord Zistrosk, the proud druid chose to use this picture for his avatar:
    It's from the old game Druid. I used to play this game 30 years ago on a commodore 64. I loved playing this game and remember having nightmares about the demon skulls spitting fireballs at me. The music in the introduction was one of the catchiest tunes ever made in 8 bit music. I asked Zist about this game and he said that in his mind this is how he pictured druids in Realms of Despair, which funnily enough is exactly how I envisioned them too.
  • New Immortals: Since I stopped playing Sarakin, Lilith and Incendi have all been promoted to immortality. The Council of Elders have shown excellent judgement in elevating these three to their group. Each of these individuals are skilled players, have demonstrated knowledge of the game and contributed to game's community. On top of this they are all good people who have earned their position.
  • Training: We can now train the stats for new characters in pre-auth. This beats the old systems of having to reroll a heap of characters overnight until you get the stats you wanted or the older method of making unpronounceable statnames that you had to cross your fingers would get authed. The no more rerolling means that no longer new players will see a screen full of spam names of people trying to roll that perfect thief.
  • New Areas: I haven't had a close look at these new areas as yet, but from what little I've seen and heard they will be worth a look at. Honestly the more recently built areas have all been made to a high standard in writing, puzzles and challenges.
  • New Races: There are two new races available now - dragonborn and tiefling. While I am less excited about this change and would have preferred a return of the lizardmen, however, it does allow other options for race and class combinations.
  • Top MUD site voting: Ok this is the one change of the last few years that annoys me.

    Everytime I want to vote for the game now I have to prove "I am not a robot". From the sound of things there was some controversy with other muds playing the system to get higher rankings. I guess that this is why we can't have good things...

I'm sure that there are other changes over the time I've been away that have slipped past me. One thing that hasn't changed has been the community. Everyone has been very supportive and encouraging of me despite leaving without a trace. I'll write more about me at a later date, but thanks everyone who has sent me a tell, written an email or been in touch other ways.

Thank You.

Vilexur.

Wednesday, April 19, 2017

For Absent Friends

It has been quite a while since my last post on here and sadly during this period we have lost not one but two members of our Realms of Despair community.

Firstly in November there was the tragic news of Kellian's passing. I knew he had serious health problems but his passing came as a shock to me. The announcement posted on the Archives was:
[ 19] Romani: Kellian
Wed Nov  2 21:38:38 2016
To: All
It is with a heavy heart that I bring you the news of Kellian's passing last Monday. As those close to him knew he was ill for a very long time. He was always a man full of energy on the game and he did live his life to the fullest here.

You will be missed.
Kellian I knew from the Guild of Nature. He was an excellent leader, a good listener, patient, wise, funny and dedicated to the people who played in the Realms of Despair. He was an all round great guy who I loved just chatting to one on one.

When going through old logs I found a farewell message from him which sums him up well:

Kellian guildtalks 'Later Nature Types, friend all :)' 
 More recently there was the news of the tragic passing of Dexamph/Benibyle. This has personally shaken me to the core. The announcement was as follows:
[ 22] Dornado: Benibyle/Dexamph
Sun Mar 19 21:41:27 2017
To: RoD
Hi friends

I'm sad to report that Benibyle/Dexamph passed away over the weekend. He played here between around 97 and 05. He held leadership spots in GoV and RB.

Regards
Cory
I first knew Dexamph through the old Guild of Vampires and later I met him in person through a group of local RoD players.  Over the years I have felt close to several players I have never met in person but only met a handful in the real world. The few who I have met in person though have left a lasting impact and we share a common bond. While I hadn't seen him in years I'll always have fond memories of having a beer and chatting with the man about RoD topics like what strategy to use on certain mobs, which mudclient is best and so on. He left a mark on me and I will personally miss him.

Both Kellian and Dexamph will be missed. I feel privileged to have known them both.

Sunday, March 29, 2015

Rest In Peace Zach

The Realms of Despair have been in a state of shock and grief following the tragic news of the death of one of the immortals of the game - Zach. The official statement from the administrators was:
(1033)  Kali         03/24/15     Zach
Recently we have learned that the Realms of Despair has lost one of its young bright stars.  The family of Zach has contacted the immortal staff, as well as some of his mortal friends who reached out, to let us know that Zach has passed away.  Zach has been a long and devoted player of the Realms. He recently joined the immortal ranks and inspired us with his enthusiasm and vigor for bringing positive changes to the game for his fellow players.  We are sad to have lost a vital player, but more importantly, we are
devastated to have lost a good friend and a good person.
As a tribute, we are promoting Zach to level 56, True Immortal, at which point we will move him to retired status.  As a lasting tribute, the pedagogic spirit in the Umbrageous Ruins will be renamed to the pedagogic spirit of Zach so that he may teach and train all those would follow his ways.  In this way his memory will live on.
I personally wasn't close to Zach though had interacted with him on a few occasions and had nothing bad to say about him. His loss has rippled throughout the realms touching players in different ways.

A week later and I am still in shock and confused about it.

I'll miss him and feel deeply for his family and friends.

Rest in peace Zach.

Monday, March 23, 2015

Arcane Awesomeness

Things have been going really well lately over in the Order of Arcanes. I've been happy about the amount of activity going on, new members joining and general atmosphere within the organisation. This was best highlighted by over the weekend where we all three of our leaders leading successful runs with a total of seven different members joining in on the action.

The first run was led by Ashetaka our number one to the Mountain of Lost Souls. The aim was to make some shades of light which are always in demand. It had been a long time since I had done that run myself. Despite a couple of minor hiccups along the way it went well. Using my barbarian I managed to get a couple of killing blows on some of the mobs along the way like this:
Your rending grip injures The bringer of Salvation!
The bringer of Salvation is DEAD!!
With the final blow, Salvation pulls back its mask revealing the face of a demon imp!
The bringer of Salvation says 'You have brought me the Salvation I sought.. '
The bringer of Salvation says 'Here is the Redemption you were looking for... May it bring you closer towards your own deliverance.'
From inside a gaping wound, Salvation pulls out a large object.
The bringer of Salvation gasps his last breath and blood spurts out of his mouth and ears.
The bringer of Salvation has no gold.
The corpse of The bringer of Salvation holds:
     (Glowing) the darkened robe of atonement
     (Humming) a small rune covered symbol named, 'Salvation'
     (Humming) a large rune covered symbol named, 'Redemption'
After this run I led a run to the Barren Wastes to make some leather leggings with a feathered trim. The first part of this involved killing the enormous winged beast. This part was easy enough though I learnt it is a lot easier with either 2 barbarians or 2 thieves instead of one of each. After this we did the giant serpent. Most of the run notes I see for this mob suggest using barbarians but I've found thieves work much better. With three thieves running in, circling and fleeing out when necessary we brought the serpent down with no problems. In the end the wanderer turned up and made the leggings:
You give a roll of feathery beige fabric to The wanderer.
The wanderer ruffles his fingers through the feathers of the roll of fabric, then bend the scaley hide back and forth, testing its pliability.
The wanderer thinks, 'Hmmmm.'
The wanderer says 'Shouldn't be too difficult.'

The wanderer takes a few unidentifiable tools from a small pouch and begins to work on the fabric and hide.

The wanderer tugs at the finished product, testing its durability.
The wanderer says 'Not bad, I'd think.  If you like feathers.'
The wanderer gives you leather leggings with a feathered trim.
Finaly Sarakin led a run to Salburg to kill the trees that pop parts to make the Ancient Breastplate of the Forest Wanderer.

These mobs aren't too hard to kill but they take a long time even with three people. In the end though we killed them without too much difficulty:
Your slash rips an old willow tree!
An old willow tree is DEAD!!
An old willow tree falls, cutting off a few of its whip-like branches.
An old willow tree catches its guts in its hands as they pour through its fatal
wound!
An old willow tree has no gold.
The corpse of An old willow tree holds:
     the curled branches of an old willow tree
I am far from the best run leader though I like to think of myself as competent at most of easy runs and a few of the harder ones. Between these three runs it reminded me of a few of my aims when leading a run:
  • Make everyone feel welcome and that they are contributing
  • Be extra prepared when leading. Have extra tank potions, ice girths, back up characters, etc.
  • Be patient and explain everything - don't assume people have done this run before or remember all the details.
  • Don't waste time. Once set get going and go so you don't get caught out with a repop hitting at a bad time.
  • Know what to do when things go wrong (which they will at some point)
What I am most excited about though with these three runs is the potential of where we are going as an organisation and as individual players. We are improving our teamwork, learning each others strengths and weaknesses, building up knowledge of different areas and mobs while gaining some nifty new equipment. If we can keep this up we'll be able to run bigger mobs for better equipment in these areas. Hopefully in the not too distant future we'll be able to go after Khiurn'hai in the Mountain of Lost Souls, get the wanderer to make us some facestompers and dense wooden bracers in the Barren Wastes and maybe even take on Zharruk'din  in the City of Salburg.

Sunday, August 17, 2014

It's More Than a Game

Lately I've been doing a bit of thinking about my future including goals and what I'd like to achieve. One of these aims is to get a masters degree and then get into teaching at a higher level. While considering this possibility I had a long around online for some research papers on various topics including MUD's. Reading these papers I came across a research project titled "Ethnography of Online Role-Playing Games: The Role of Virtual and Real Contest in the Construction of the Field" written by Simona Isabella. It took me about five attempts at reading it before I could my head around it all. What I did find really interesting about this particular paper was that it made comparisons between the players of Realms of Despair and an Italian MUD called Extremelot. Here I am going to post my thoughts on Simona's conclusions - what I disagree with, agree with and parts I am still not sure about.

1 - Realms of Despair is a game.
I agree with this though there is more to it than just that. Getting the most experience, gold, equipment, glory, etc is a part of the game. This part of the game can be done to a large degree without much interaction with other players but it is required to interact with other players to get the best equipment either through working together as a team or finding someone to trade with. Adding this interaction and the relationships and friction between players adds another dimension that I believe makes more than a game.

2 - You can interact with people you wouldn't otherwise have anything in common with.
This is definitely true. One of my favourite quotes from the paper is:
"Lots of these people have good relationships through the text and we don't care if you are 150 tons … who cares!!!" (CA/13, F, 28).
This is completely true. A lot of the time I have no idea what other players look like, how old they are, education levels, wealth, race, religion or nationality. This is a good thing about the game and can occasionally result in some odd conversations with points of view I wouldn't otherwise see.

3. - A sense of belonging can occur.
This is a big point in the thesis. The idea is that people can feel as though they are connected to a community where they fit in and belong with others like themselves. Players can develop this feeling and I personally believe this is a big reason why a lot people keep playing this game. I think that this is the challenge to retaining players after they have levelled a couple of characters up to level 50. It also shows to me the importance of players being prepared to make new connections with other players as time goes on and some players leave.

4. MUDs are considered outdated games.
I don't fully agree with this statement. Especially when the writer says:
a very obsolete kind of game if we compare them with the modern graphic games (such as the famous War of the War Craft).
I think that a lot of the ideas behind the more modern games have been borrowed from MUDs. If you look at the money raised from some of these games (including the taxes raised and employment made) they certainly benefit the community. Without MUDs and research on them where would these games be? I certainly don't think they are obsolete.

5. Players are attached more some of their characters than others
I currently have 23 avatar characters and am working on a few more. I am only really attached to 3 of them. I doubt that many of the people who know me in the game can name any more of my alternate characters. I think most players feel a similar way about their characters.

6. Every player lives in Eastern Canada and is not welcoming of new comers
This is so not true. I accept that there are some cliques within the game and it is hard to break into them - but what do you expect from a game where some people have been friends for many years? I have met a handful of players and live about as far away from Eastern Canada as you can get. I know of several players from other parts of the world too - England, New Zealand, Malaysia, Singapore, South Africa...

7. Mudders are geeky deviants
I laughed when I read this one. Very debatable. I was going to say this was definitely not true then I remembered I have a degree in mathematics... Maybe there is some truth in this.

The final conclusion of this thesis is:

Moreover, virtual communities like these created around MUDs can be considered as communities of practices: the participation is voluntary and the process of socialisation is more oriented to sharing experiences than to reaching common purposes. Members of these communities have in common the desire to take certain routes together, interpreting events as they come and create meaningful environments. They behave freely but always respecting some rules. The satisfaction that participants get from this union becomes a founding value of the community in itself.
It's an interesting thought and achievement to consider what has been done in the Realms of Despair over the last 20 years. The author has a PhD in part from her work in this. I like that the Realms of Despair is getting it's place in history and officially published in academic research. It also makes me think that perhaps Thoric deserves an honorary doctorate for his work and commitment over the years.