Comment Submitted By: KaVir |
Author Status: Staff member
Started on God Wars II:
Submission Date: Feb 12, 2011
(The following review comment is the opinion of the comment's author
[KaVir] and in no way represents the opinions of this website
or its staff).
Thanks for the review, allow me to briefly address your concerns:
Things like 'Slow Development' and 'Almost nonexistent player
base' are rather subjective, as they very much depend on your
expectations from other games. However there are weekly progress
reports on the website (http://www.godwars2.org/progress.php) and
MudStats tracks the size of the playerbase relative to other muds
(http://mudstats.com/Game/GodWarsII.aspx), so this information is
freely available for anyone who wishes to compare the development
and playerbase with their own expectations.
While there are various different activities aside from PK, they do
all revolve around combat - because that is the focus of the mud.
This is made very clear in the listings, and is also explained to
new players in the introductory phase. If you're looking for
roleplaying, or complex puzzles, or in-depth crafting systems, then
honestly you're in the wrong place. God Wars II is unashamedly
dedicated to fast, brutal combat.
Nepotism is favoritism granted to relatives or friends regardless of
merit. In God Wars II, it works the other way around - suggestions
are only judged on their own merit. Many of the most popular features
were actually proposed by players, and most of the introductory phase
was designed around feedback from newbies. However due to the
complexity of the main game, it's usually the case that only veteran
players understand the inner workings well enough to propose features
that impact gameplay in a balanced way. This is not intended to snub
other players, and I'm always willing to explain why a particular
proposal has been rejected, but I try to be very careful about which
features I implement.
Class balance is a tricky subject and always an ongoing project, but
other than a few rough edges with the latest class (Titans) they do
seem to be very closely matched - when the top players of different
classes beat each other with only a few percent of their health
remaining, I consider that a fairly good indication that the classes
are roughly on-par with each other.
Botting is certainly an issue, but its impact has been greatly reduced
over the years due to the introduction of features like boost and
daily kills. I'm still working on ways to minimize botting in the War
minigame, but it's important to put it in perspective: most design
decisions in a mud have both pros and cons, and this is one of the
major cons of my decision to have no rules. However the lack of rules
also provides some pros - in particular, you don't have to worry about
being banned or punished (mistakenly or otherwise) for breaking some
arbitrary rule within the mud. Some players perhaps embrace this
freedom a little too much, but I believe that dedicating a chunk of my
development time to 'laying the smack down' on players for not playing
the mud 'my way' would be counterproductive.