The Mud Connector
Please check out Act of War: the Last Stand !

TMC Player Reviews: New Worlds


Review Submitted By: Verlix
Author Status: Player
Started on New Worlds: 2010
Submission Date: Jan 19, 2013
TMC Listing: New Worlds

The following review is the opinion of the review's author [Verlix] and in no way represents the opinions of this website or its staff.

As a long lasting player in NWA (for over two years) i feel obliged
to write a honest and complete review of this game, as it is pretty
unique and most interesting, but with a dark side.

Let's start with the good, the world is pretty large (not as much
with size, as with hidden areas and secrets to discover) that is
actually fun to explore. You do get a thrill and excitement when you
traverse into unknown and look for any detail that may warn you about
upcoming danger. Descriptions are well written, some of the
word-triggers for quests/exploration are clunky at time (for example
when you have to figure out the wording to climb up the tree and grab
a pineapple, there is only one good answer and You must submit it
exactly it was coded).

Player base is indeed overly inflated, but then it's not that bad as
long as you are playing withing US time zone (the EU timezone is very
empty and over the years it only got worse), so if you only can play
during daytime/early evening CET, i strongly recommend looking for
another mud. Guilds and religions are pretty well thought (from RP
point of view), and they are interesting to discover as long as you
keep it in character.

But this is where dark side of this mud kicks in. It is not coded
well, and because of that most of the separation between OOC (out of
character) and IC (in character) requires for players to be mature and
not use the illegal information. While some people try their best to
keep it IC at all times, it becomes hard when you are constantly
bombarded with OOC information that can help you in your game a lot
(like the fact that even though it is supposedly using intro system,
you see a name of anyone doing any action, even if he didn't
introduce to you).

Other problem is staff that not only is actively playing the game and
keeps on denying it (even after they slip up and make it obvious to
everyone) which is something they should be open about and let people
make an informed decision whether they want to play in such
environment. Personally, in my long history of muds, I've never found
one where staff, which was playing the game, would not abuse their
powers for selfish gain every now and then.

Staff also strictly controls two 'secret' guilds inside the game,
that are by default given a leeway off the rules (meaning that they
can break some of them), which results in creation of privileged
players who are favored by staff (as I said, those 2 guilds are
strictly controlled by administration, and people who join them are
picked for OOC, not IC reasons as it states in help-files).

Another big issue with it is the stagnation of the world. Staff keeps
strict control over any major RP (that would impact the world in any
way) so while players may put a lot of effort toward something, they
will never see it reflected in the world. As a result of that, people
gave up on trying to breed some major RP within the game and vast
majority of the time spent in game is either in hugely/cuddly tavern
role-play, or during sprints across the world to collect gear, during
which most participants don't even talk to each other, which is a
very sad thing to partake with.

I don't recommend this mud to anyone as the only thing of
unquestionable value in it is the exploration, while the rest is
mediocre at best. What is worth a final note is that during my days on
NWA, there was no real content added to it. There were no new
locations added, only a small handful of powers coupled with one
mini-game. Most of the bugs that were there when I started, are still
there.

Submit Comments About this Review


Comment Submitted By: sazxe
Author Status: Player
Started on New Worlds: Long ago
Submission Date: Jan 21, 2013

(The following review comment is the opinion of the comment's author [sazxe] and in no way represents the opinions of this website or its staff).

The fact that the two 'hidden' guilds have their own special
rules is absolutely true, and unfortunately detracts from the
game considerably. I had suspected that a certain player was
a thief after I'd been stolen from. I set up a sting and was
actively paying attention to who was entering the room with me.
I caught one of the players, the one I suspected, in the act
of stealing from me. I chased after them and attempted to kill
them and was eventually called into the OOC area by a staff
member.

I was told that I wasn't allowed to pursue said player because
calling someone a thief and trying to kill them without 100%
absolute proof (I don't know what more proof I needed) wasn't
allowed. You aren't allowed, by the game's rules, to even
acknowledge that there might be an organization of thieves.
A lot of the rules on this game are very poorly worded or
enforced, and usually whether or not they are enforced are
highly up to the staff's discretion.

As far as bugs go, the game is extremely buggy like the
reviewer states. I can think of several duplication bugs that
are in game that I reported years ago that are still present
despite being reported. When a skill is deemed 'overpowered'
or 'bugged' it can be disabled for months at a time with
absolutely no resolution.