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TMC Player Reviews: Project Bob


Review Submitted By: Gryzz
Author Status: Player
Started on Project Bob: 1 month ago
Submission Date: Dec 12, 2006
TMC Listing: Project Bob

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

Okay, so I first came across Project Bob after searching mudconnector
endlessly for a mud that had a feature where clans could take over and
govern areas within the mud. At first, I found a couple of muds that
said they had this feature, but really didn't. I kept passing over
Project Bob for the petty reason of not liking the name. Finally I
tried it out and... wow. If ROM 2.4 is dungeons and dragons, then this
mud is a console rp minus the graphics. Project Bob had this feature
and a whole lot more. Here are some of the features that will keep me
hooked for a long time:


Diablo-style eq: There are common, rare, elite, and epic type
equipment drops that are random and based on level. This replaces
getting the vorpal sword, bat rings, and other tired eq from stock-
based ROMs. You will also find an eq customization system that rivals
the Playstation 2 strategy rpg Disgaea in depth and fun.

Quest-centric focus: On most muds, quests follow a pattern of 'find
the questmaster, kill a mob, get quest points, wait out a 30 minute
time, rinse and repeat.' Here, there are hundreds of quests that give
life to areas while still adding to questpoint totals. These are
patterned after a Dragon Warrior style non-linear plot rather than
mindless questing.

Game Balance: After a short time, I heroed at level 90 and figured
'okay, this is a rot-style pk mud.' Not so fast. Levels 1- 90 are
just an introduction to the mud, while 90 and beyond are the real
leveling component. Level 90 just allows for a player to quickly get
to survive more areas of the mud to allow a player to choose better
how they want to level. There is no more killing hundreds of beastly
fidos just to get to level 10.

Class customization: No one picks the default package for a class on
a stock ROM, but instead chooses the custom option. Project Bob takes
this to a whole new level without being too esoteric. Don't get me
wrong, there are not thousands of useful skills, but instead there is
a real customization process with the skills they do have.

Focus on fun: Project Bob has gotten rid of the features that vex
most players while still keeping a challenging and fun atmosphere. You
will get what I mean when you realize that thirst and hunger are gone,
which means you won't be stuck in a far away area with no stamina and
have to stop levelling just to get a drink from the fountain in
Midgaard.

I am not an imm, and I have no idea how to code despite my ten years
of mudding off and on. This is just my opinion of this mud. Most of
the time, you read a review only to log on to a mud and find a stock
mud with a few new broken features and some lame areas that are made
by sadistic Dungeon Master-style imms to punish players. If this is
the case, take some karmic relief and try out Project Bob.

Project Bob is in late Beta phase and set to release at Christmas,
but it is so polished now that it is better to play than muds that 
have been established for years.


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