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TMC Player Reviews: Mozart MUD


Review Submitted By: Manrico
Author Status: Player
Started on Mozart MUD: Aug 1, 2004
Submission Date: Aug 9, 2004
TMC Listing: Mozart MUD

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

This is the best Mud I've ever seen for a newbie. Everything you can
think of to draw a new player easily into the game has been done. The
people are friendly and helpful. The problem is that while newbie
friendly the Mud is mid level player unfriendly. When you get to about
level 35 you will find that you can't easily get to places you need
to go to and that there are no maps for mid level players. 

The newbie maps are great. The web site has a general sort of map 
that's not specific enough for you to find a place you have to go to. 
In order to level you'll have to go to places that are dangerous to 
visit alone. While everyone tries to be helpful you don't want to be 
a constant pain in the neck, so you may wander around and die in a
place that's hard to get back to. 

All this, I think, explains why there are lots of newbies playing 
and a handful of high level players plus the immorts, but very few 
mid level players. What happens, I think, is that frustration drives 
alot of players away after they stop being newbies. 

But the game is free, stable, and the in game rent system is
free so you might want to give Mozart a chance. I dropped out after
level 36 for the reasons listed above, but you might love the game.

Submit Comments About this Review


Comment Submitted By: Perdita
Author Status: Player
Started on Mozart MUD: 2001
Submission Date: Aug 22, 2004

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

A thorough reply by Mallery, would just like to add though that most
people are helpful on getting you to your GMs. Either through hints
or for the really tough ones, escorting you there. Some people like
to make their way through the world solo, but for me I would get
lonely so often group. Grouping is an excellent way to make friends
on the MUD and learn about new areas and the like. Also, it's good 
to group with other classes, eg, a cl/ma to group with a wa for a 
tank who they in turn help by healing, blessing and other nifty
defensive spells :)

Comment Submitted By: Mimulus
Author Status: Player and staff member
Started on Mozart MUD: 1999
Submission Date: Aug 21, 2004

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

I too, am sorry to see that you decided not to stay Manrico. As one of
the immortals who enjoys greeting new players, I was there to meet you
in your beginning levels and we spoke several times concerning
exploration and traveling outside the realm of Nevrast as you leveled.

What I think should be commented upon concerning Manrico's post is
that some players are inclined to have specific and exact directions
to places about the mud while others are happy to have a general idea
and spend time increasing their skills and apptitudes by carefully
exploring various areas of the mud. I believe sincerely that Mozart is
designed to encourage player exploration not only for the sheer
enjoyment of learning more about the world you choose to spend your
time in, but also as a logistical factor of working in such a vast
world (several hundred areas are currently available for players).
I understand the frustration of feeling uncomfortable with finding
new places and the inevitable deaths that occur when you are beginning
to learn a new world, however our conversations lead me to believe
that you are a player who fits into the first category.

If exactly delineated instructions on how to reach a destination,
kill a certain mob, get X item with little thought to reading the
rooms carefully or discovering what spells and skills you have to help
you in your journeys is your pattern of playing, then yes, Mozart may
be not what you are looking for. I wish you the best Manrico in your
future Mudding conquests and thank you for playing with us till level
36.

Comment Submitted By: Mallery Forrester
Author Status: Player and staff member
Started on Mozart MUD: September, 1992
Submission Date: Aug 15, 2004

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

Manrico:

I'm glad that you found your introduction to Mozart to be a pleasant
experience, though I'm a bit sad to know that things tailed off for 
you at about 35th lvl.  Your point about the relative vagueness of 
the world map on the web is well taken: putting roads into it is on 
our to-do list.  However, we have purposefully avoided including any 
room by room maps online beyond the city maps of Nevrast and Raven’s 
Bluff.  We hope to foster exploration.  The fun is in the discovery!

As you noted, Mozart's areas for low level play tend to be nicely and 
closely grouped about our principal city, Nevrast.  There, guild 
masters will train you from level 1 to level 10.

The next group of trainers for all classes resides in the city of 
Raven's Bluff, due south from Nevrast.  They train all classes from 
level 11 through level 25.  In general, areas for level 11 to level 
25 play are grouped in two concentric circles.  The first circle 
surrounds the city of Nevrast, and is slightly further away than the 
level 1-10 areas.  The second directly surrounds the city of Raven's 
Bluff.

As a rule of thumb, the Nevrast circle areas are more limited in 
level range for play.  The Raven's circle starts at 10th, but carries 
on further, to upwards of 50th level, giving you the opportunity to 
continue to improve in places you are familiar with, and providing 
you with a window of game play to transition from the more structured 
low level area placement to the much more complicated high level 
distribution.

After level 25, The GMs' for the classes begin to separate out into 
the wide world.  (At 35th level, you had found your next one, I 
see.)  There are new guild masters for level 50, level 75 and level 
99 (some classes have slightly different ranges) spread further and 
further afield and placed in progressively more difficult locations, 
especially at the 76+ level range.  Areas also become more scattered 
and interwoven, though a cautious player can continue to work near 
Raven's Bluff through the 50th level range.

Guild master placement at higher levels has been made to spur 
exploration. The GM's are not hidden, but they do mandate trips into 
the wider world. Our hope is that your journeys will show you more of 
the very diverse game we've built, and improve your mudding 
experience.

As you learn the game, more opportunities for exploration present 
themselves in a fairly organized fashion (or at least as organized as 
you can have in a fluid system like a mud).  Higher level areas 
generally are in three areas.  The first is a further circle around 
Nevrast.  The second, an expanded radius about Raven's, and the third 
ventures into the East, along the Rilghorn and into the Dragon Sea.  

-Mallery