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.
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