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TMC Player Reviews: Adventures Unlimited


Review Submitted By: Imria
Author Status: Player and staff member
Started on Adventures Unlimited: mid-2001
Submission Date: Aug 8, 2006
TMC Listing: Adventures Unlimited

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

I could say a lot about AU, much more than would fit in a review.  
The following is just the first things that come to mind when I think 
about the MUD.  For more information, please check the website 
(http://www.tharel.net) or visit the game itself - we'd love to have 
you.

THINGS I LIKE (in relation to...)

players:

- Even with a fairly small playerbase of all different types, I 
frequently come across someone I don't often have much to do with (or 
even avoid) and discover that roleplaying with them is actually very 
rewarding.

staff:

- They are dedicated to working on the game.  There's always new code 
being worked on, ideas in planning, areas being built.  Even if 
things might not be implemented tomorrow, they can be expected in 
future, and there's always a lot to look forward to.

themes:

- There's a main focus (a powerful artifact) that everyone can take 
an interest in, work towards, and shape roleplay around.  Bits and 
pieces of the artifact come into the game regularly, some as 
roleplay, some to give rewards, and some to have interesting effects 
on other characters.

world:

- There are great original areas with character and depth, many 
helping to shape the roleplay of characters and religions.  They're 
all fun to explore; many are fun to hunt and quest in, and there are 
plenty of fun places to take all sorts of roleplay as well.

code:

- There are frequent updates, both for large projects (tradeguilds, 
advanced quests, new class skills, etc) and smaller, neat little 
skills that can really enhance the game.

THINGS I DISLIKE (in relation to...)

players:

- Many players use IC skills and actions in OOC ways to avoid 
disadvantages, for example 'sparring' enemies in order to avoid the 
IC repercussions of attacking someone else, sharpening weapons for 
enemies by OOC agreement because there are too few sharpeners of some 
alignments, hunting with enemies because it's more difficult to level 
alone.  It causes problems for witnesses and the IC environment in 
general.

staff:

- Though some player requests receive a quick response, others can 
take too long.  The reasons might be good (time differences, RL 
commitments, etc) but it can be frustrating when a simple request 
drags out for days.

themes:

- Though there are major ongoing conflicts in the game, there are 
often periods where nothing seems to be happening. Everyone seems 
content to be friends, there are no important threats or challenges 
to drive the characters.

world:

- Some stock areas remain (to be replaced in future), and especially 
compared with the current area standards, a few are really bad.  
Unfortunately, they're low level areas and commonly visited...

code:

- The death system in particular (though I think it's common across a 
number of MUDs), and perhaps a few other aspects, can be really 
frustrating and difficult for new players, often something they can't 
get through without a great deal of help.  At quieter hours, or when 
there aren't many/any high level characters about, the necessary help 
can be hard to come by.

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