Review Submitted By: Nithron
Author Status: Player
Started on DragonBall: Infinity: February 2008
Submission Date: Aug 31, 2008
TMC Listing: DragonBall: Infinity
The following review is the opinion of the review's author [Nithron]
and in no way represents the opinions of this website or its staff.
DragonBall: Infinity sets itself apart from the clones that rose from
the ashes of DragonBall Saga quite well. Much respect to the
administrators throughout the years that have ensured its survival by
throwing original ideas in with pure skill at what they do, as opposed
to botched creativity and futile attempts to make lackluster areas and
quests as I've experienced on other Saga codebase derivatives.
It's true, that on this MUD you are not given everything you need to
flourish right off the bat. You're expected to learn just as well as
the others have that have played in the past, much to some player's
dismay. It's truly not a travesty to have to actually play a game to
get good at it, to experience things for yourself as opposed to
getting everything secondhand vicariously through other means.
Exploring areas, using your pure logic to solve quests, to find areas
to gain are all good aspects of the MUD that are encouraged by not
only the players but the staff as well.
The infamous instant transmission quest seems to be a popular one
that people seem to complain about. I, myself, have figured this one out
on my own, and it's certainly not as tedious as others make it out to
be one bit. True, you may have to go through it a couple times and
actually THINK to proceed, but that's what it's good for. No sense
in having a useless quest that shows everything right there for you,
that couldn't in any honest sense be considered a quest at all.
An extensive race selection from the stretches of DragonBall,
DragonBall Z, and DragonBall GT are another spectacle of this great
MUD. Well-planned ideas and great coding have prevailed throughout
their creation, as no other DragonBall MUD I've played comes close to
the dynamic ingenuity of the administrators, as in the past I've also
worked for possible DBI competition. Along with the races also comes
their racial ranks. All races as of the day I'm writing this with the
exception of Tuffles and Konatsus have ranks, most coming with an
actual function besides the honor of being considered one of your
race's best warriors out there.
Player-killing opportunities could also be considered an honorable
mention while considering this MUD. You are offered hardcore and
softcore as playing abilities when you create your character, not
deviating one bit from its DBSaga roots. Hardcores are at a great
advantage to softcores in my opinion, with the fact that you can kill
any time you want without having to change flags, there are no
alignment restrictions on your equipment, and you are barred from most
hi score boards, leaving your character in pure ambiguity as to how
powerful it might or might not be. Softcores, however, are not totally
left behind in the dust. If they choose, they aren't required to
playerkill. They also receive more stat points (so I'm told), which
are to their great advantage.
Lastly, all game mechanics set aside, the roleplaying sector of the
MUD is the most intricate and well-thought out that I have encountered
since the day Saga closed its doors.
I recommend this MUD to everyone who has played a DragonBall MUD, as
certainly no one else rivals this MUD in playability, fun, and sheer
creativity and ingenuity.