1997: Achaea
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1997: Achaea
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Re: 1997: Achaea
#2Watching folks collaborate on building and setting up triggers in the OOP channels was partly what inspired me to learn to code in the first place
Anyway, I have fond memories of this game. The enforced role-playing makes it a very effective immersion experience. There are some truly talented writers among the player base. The community is very special.
Re: 1997: Achaea
#3Re: 1997: Achaea
#4Re: 1997: Achaea
#5For anyone interested in giving them a try, I can recommend the Mudlet MUD client[2], which is heavily scriptable and configurable.
MUDs and programming are actually a match made in heaven. I personally really enjoyed automating map creation using Mudlet's generic mapper script.
So if you like automating stuff and don't mind mostly text interfaces instead of pretty eye-candy, you might like MUDs.
[1] - https://www.mudconnect.com/cgi-bin/search.cgi?mode=tmc_bigli...
[2] - https://www.mudlet.org/
Re: 1997: Achaea
#6I played this game on and off for about 16 years. One of the really cool differentiating aspects was that certain kinds of player automation were expected and somewhat encouraged. Basically you would use a client that had a built in Lua API so that you could use regex based logic to do "if so and so casts X spell, then send cast such and such heal spell". Rather than cheapen the combat system it made it far more rich…
Re: 1997: Achaea
#7I played this game on and off for about 16 years. One of the really cool differentiating aspects was that certain kinds of player automation were expected and somewhat encouraged. Basically you would use a client that had a built in Lua API so that you could use regex based logic to do "if so and so casts X spell, then send cast such and such heal spell". Rather than cheapen the combat system it made it far more rich…
Re: 1997: Achaea
#8It was also very interesting how role-playing was actually enforced and you could get punished by the gods (moderators employed by the developers) for breaking character.