MUD as it should be: 5 problems of game design

I’ve made video (you could find it below) about top 5 current problems in MUDs gamedesign. As my English could be hard to understand sometimes, I’ve also made short summary of stuff which I said in my video: Continue reading

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TomeNET – the best MMORPG-roguelike game

TomeNET is open-source MMORPG-roguelike based at Tolkien lore. Some people call it real-time game, but actually it’s fast-paced turn-based game.

Why TomeNET is one of the best MMORPGs around? Continue reading

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TomeNET open-world exploration

1) I tried to make some exploration in open-world, cause new server had all dungeons in random places. Actually it’s pretty fun to make such explorations, it feels very like playing Dwarf Fortress (where new world procedurelly generated every time). Just imagine it: MULTIPLAYER Dwarf Fortress :D People from all over the internet would come to play something like this. Smart procedure generation of open-world – it’s ingenious TomeNET feature.. Right now it’s kinda underestimated and unknown by most of players, but it could become one of main features at RPG-server and should be advanced far beyond! :D Continue reading

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Throw items macro in Macro Wizard

UPDATE: this idea already in-game!

At IDDC and RPG-server, when you just start to play – it’s could be pretty useful to be able to throw weapons and potions to enemies. Sometimes I got several daggers and other blades in my inventory, but I’m not able to throw them in battle; cause I have to ‘prompt’ directions manually and it’s not a case when you fight with bunch of angry orcs :D

add macro to throw items to target closest monster. 

First you have to assign new key in Macro Wizard to throw items to the closest monster. Example: you assign it to F1 key. Then:
1) you push ‘F1’ key
2) game asks you which item do you wish to throw
3) you choose an item (a-z)
4) this item thrown to the closest enemy automatically

Also maybe add possibility to fast throw (to the closest enemies) items which were inscribed in certain way.

Actually I’m huge fan of throwing stuff in roguelike games; previous ideas about throwing-skill:

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[suggestions] TomeNET RPG server remake

Devs just estabilished RPG-server and I’ve made test-stream there (in Russian)


1) It’s awesome to have a chance to play without cheezing. Thanks to devs for giving such opportunity!

Continue reading

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Looking for MUDs without scripters and afk-macrosers

1) Are there any MUD around where developers fights VS unnatural scripted style of gameplay? So players would play manually, without need to AFK-macro. At least have anti-afk capcha?

2) I wonder are there any MUD which have such gameplay, which prevent (or at least make it not so effective) players from using scripts? So player to be effective has to push hotkeys (ex: F1-F12) MANUALLY… So it would be like player-human would win VS player-scripter on trigger-steroids

p.s. I feel myself like a robot in fantazy world with all this macro-industry around me.. WTF.. Not fun.

p.p.s. Maybe it’s all this scripts – what made *some* people to move to WoW-like games from MUDs, cause at WoW you have to do all by your hands (WoW bots are a joke and any mediocre player play better); and AFAIS in MUDs you need just to write good triggers/scripts to be successful 🙁 I enjoy playing text-based game, read all rooms descriptions, to live in this magic atmosphere.. but all this scripting religion really killing me.

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[idea] MUD gameplay within roguelike

Currently I play MUDs and I was inspired a lot by playing them.

Actually TomeNET could be called roguelike-MUD MMORPG, cause there is game message windows and it’s possible to give players a lot of stuff to read there.


1) Add new option in-game – to show ‘expanded’ descriptions of location which triggers when you come at certain place.
2) MUD approach to NPC: TomeNET doesn’t need to show NPC on tiles as ‘@’ or ‘t’ symbols. They could be just shown in message window, like in MUDs. Example: Continue reading

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Why WildStar wasn’t successful?

I’ve read a thread at reddit today: Why Isn’t WildStar more successful?

My answer: The same reason why VR not popular in MMORPG – it’s hurts to play it a lot, you got dizzy. WildStar arcade combat was amazing in concept, but in reality it made people sick after a while of playing this game. I felt tired after playing this game for hour or too. So I (and a lot of other players) dropped it even before reaching lvl 20.

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TomeNET: crafting dreams

Crafting system could be very good implementation in TomeNET.. Currently I got problem with my hand and I can’t play in fast-paced mode to dual-hand/explore dungeons. But in TomeNET – exploring dungeons is the only thing to do atm. It would be fun to have an alternative gameplay, to be able to spend the time in favorite game even if you can’t run around with numpad 😥

It would be fun to have skill-based gathering system – so you could fishing or gather ore… Sometimes run from dangerous things. Move this ore to town, sell it or craft from it.

It has to be less effective (in terms of time/gain) system, less rewarding than killing monsters.. but more safer (so you don’t need to react too fast, or would be able to do it.. erm.. with one hand, sorry for my egocentrism)

Nowadays a lot of players having thiefs characters and it’s quite profitable and _very_ safe way to get income in the game. The only problem about stealing – it’s doesn’t give RPGish feeling of progress. If there, for example, would be skill-based system, it would be much more interesting. EX: if you attempt to steal an item, there is a chance that you would gain 0.1 skill point out from 100 (like in Ultima Online or other skill based games).

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Achaea (MUD) FIRST IMRESSIONS @ Tangar streams

Hiho! I’ve just tried Achaea and quite shocked about it’s advanced client. Very cool indeed! I’ve made video with my first impressions:

Would be glad to see your feedback! 😀

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RP in MMORPG vs tabletop RPG (D&D & etc)

After my video about escape from boring MMORPG gameplay to D&D worlds, I got a few comments of this kind:

What you are telling, Tangarich, it’s all implemented in WoW (server Argent Dawn) and in EK2 (server Antonia Bayle). This is RP.

Or yet another comment:

You know roleplay servers are a thing, right?

I’ve decided to write this tiny article to explain why RP in MMORPG can’t help solve this problem.

Unfortunately, the RP in PC games looks very ‘shallow’ compared to DnD, because it is very ‘homegrown’, unregulated and unformalized. In contrary, RP in DnD in this regard is very clear – with roll checks and strict mechanics described in rulebook. They answered me:

In theory, no one hinders to supplement MMORPG role-playing with certain rules and mechanics, as in DND. In fact – yes, nobody care about it.

Yes, apparently RPers in MMORPG never does that (I know what I’m talking about, I’ve done a lot of RP in UO). In most cases RP in online games is reduced to roleplay the character (to behave as your race/class/character), following the game’s LORE and writing emotions in the chat like *yawning*, *picking in the nose *, * scratching my ear *. All other things – like fighting system, your actions & etc are based at game engine (which is shallow and stupid); the depth of the gameplay mechanics remains the same as in the original game. The character’s interaction with the world takes place within the game engine, with the same restrictions. That’s why people still play DnD – they could give you much more than RP in MMORPGs.

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[analytics] Verbal MMORPG: MMORPG genre and Dungeons&Dragons-like tabletop RPGs

 It’s already for some time while I get bored by MMORPGs gameplay.. I played online games for 20 years (Ultima Online FTW!) and past ~5 years I started to look for ‘new feelings’ in MUDs (text MMORPGs) and online roguelikes (like TomeNET) because these ‘oldschool’ games give you move ‘sandbox’ feeling and have much deeper gameplay mechanics then modern graphical WoW-clone MMORPG @#$%.

And finally I made yet another step forward towards ‘better’ gameplay (‘Make MMORPG gameplay great again!’) and started to play Dungeons&Dragons tabletop games via internet. Actually you could call them ‘Verbal MMORPG‘. This is video with my first impressions and analysis of current situation between MMORPG genre and tabletop RPGs:

Would be very glad to see your feedback, folks! 😀

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Voice interface in MUDs

It would be great to add voice control (and, in general, the voice interface) to MUDs – after all, this is the perfect genre for it; in fact it’s the only online games’ genre where such “interface” will be convenient, very useful and necessary. Why did this thought come to my mind? I’ve recently damaged my right hand and now I’m a one-armed pirate; I work only left hand and can’t play ‘common’ online games. It’s like to become temporary a disabled person…

Afre such event you immediately begin to understand how important it is to develop alternative controls and interfaces in games. I am convinced that if such an interface is properly implemented, it will attract a large number of new players to the MUD genre and in general will give breathe of new life into it (sadly, but now MUDs is quite niche game, even too much).

How ot impletent it? Continue reading

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TomeNET addon: important notice

Considering last version of my addon:

NumLock key remapping works good only for ‘slow’ actions. Do not macro potions or important spells on it. NumLock works with a delay, so if, for example, you have [Fire-till-kill + auto-retalliation], monster comes in melee and you would try to drink a potion – it wouldn’t work (died twice before understood source of problem). So it’s only safe to use NumLock for misc. actions which you wouldn’t use in battle (like show ‘map’ key)

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TomeNET stages

There I got an idea about game stages. pre-Angband and Angband.. May be then there would be post-Angband, donno.

Anyway, lets try to look at this idea more detailed. I think there could be divided some more stages: Continue reading

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