When I first came across this supposedly PK-oriented game on TMC, I was impressed with the complexity of its combat system and I looked forward to some intense PK action. Sadly, over the years, my adventures there have led me to feel that this a game you should probably avoid at all costs. The player base there is very small and they get extremely upset when you kill them, often subjecting you to torrents of abuse over one small death. Killing them also seemed to upset the designer of this game, and he often changes the game play on their whims. If you somehow manage to succeed in any facet of the game, you will find the mechanics are quickly adjusted against you. This has ruined PK and allows this tiny incestuous group of players to run 'bots' to kill mobs for hours while safe from PK. Since PK is pretty much the only thing to do there, you will find yourself bored in short order. However, if you enjoy scratching your head in befuddlement, or banging it repeatedly against a wall, perhaps this is the place for you.
I know that reviews tend to concentrate on Mechanics, but it appears that Godwars II has been hit by some issues Iâ€™d like to talk about. Despite Kavir and Ragnarâ€™s assurances that the game is a happy lovely place now, Batty and his brother still continue to control it. The game essentially is controlled by two brothers, Batty and Bonecaster. These two have about 95 characters between them (however they try to split it up and talk about other people playing from the same place), and keep the top two slots on the pantheon board by mapping these 95 chars up so that no one else can get there. Essentially the only way to get up to the top two is to have that many alts to map with as well, thus making it less Godwars and more Altwars. Apart from their alts, which are fairly annoying, they have taken to spamming the main meeting point for players with chars that just send random messages to Gossip and the village around them. Gossip is uncensored and unmonitored, so the solution here is to just tune the channel off and forget about it, but itâ€™s not. We now have yet another bot that when a specific player and his alts (Zoal) speak, sends more random messages to chat. It gets incredibly spammy and annoying, but again nothing is being done about it. Finally these buffoons have taken to walking around after players they donâ€™t like and stealing the kill from their chars with a character much older. Want to argue with them, awesome! You can do so as long as you have a couple age 500 characters to fight them with, because odds are itâ€™s going to be a two on one. Itâ€™s not uncommon for them to use an age 500 (which is the highest level in the game, if you will) to lower a player down that they couldnâ€™t beat before, then use a character that playerâ€™s age to kill him, earning... Read More
I started playing God Wars II about 5-6 years ago, and through those 6 years and my playing on and off, there have been many numerous changes. I have to say that it is one of the most advanced and complex muds Iâ€™ve ever played, and for that I really enjoy it; itâ€™s not to often one stumbles upon a unique mud with all of the options for character customizations that are available. One of the most unique features I have seen is the movement and combat in the mud. Movement isnâ€™t done room by room as with most muds, but is distance based; you target a location, NPC or building and then type ff to start your feet moving in that direction. This allows for a lot of combat that still sort of exists in other muds but canâ€™t be exploited to itâ€™s full potential. For example, imagine a ranged build where you are casting; in most other muds, you might be able to throw stuff from room to room, but itâ€™s not exactly ranged. In God Wars II, a caster could start casting and retreat away from another player so that their melee weapons could not hit them. It is then up to the player to find some way to catch the caster or disable him from retreating. As I mentioned already, the FF command would start your feet moving forward; this idea is not only limited to your feet. Each limb (feet, left and right arm, head and sometimes tail) gets different commands, which are called techniques it can perform. A caster has commands like wiggle, snap, clap and point, which they are able to chain together to cast spells. For example, a caster might type rw rc rp to teleport; It means that they are wiggling their right finger, clapping, then pointing in the direction they targeted; upon completion of the final tech the caster is teleported. This set of commands also extends to weapons as well; when wield... Read More
I've said on the mud for quite a while now that I would write a review, and yet it just never happened. So here it is in all of its dubious glory. My character name on the mud is Ragnar, and I've been playing Godwars2 for about 6 years. Well, since mid-2006 anyway. So, I feel I have a fairly good view of the mud and how it has progressed over a period of time. As a result, I thought I would write a review focusing not on the mud mechanics, but rather on the social mechanics. That is, I have found that all reviews for godwars2 seem to focus on the combat, the coordinate based movement and so on, as they rightly should. These are extremely important and innovative mechanics that have kept me and countless other players around for years. But, when I look at a mud, mechanics are the surface, but what truly determines whether or not I stay is the social mechanics, or, how players interact with one another and how the staff interact with the players. That's what I'll try to address in this review, and I'll try to do it reasonably objectively. Player/player dynamics One of the most interesting aspects of gw2 is the fact that there are no explicit rules. Help rules specifically tells you that common sense and a certain amount of critical thinking will tell you what ought and ought not be done. But there are no hard policies, hardcoded rules, bans or anything of the sort. This has had a few affects, both positive and negative. Negatively, this leads to the obvious: people feel that they are entitled to do whatever they want. Which really, they are. This means they can be quite abusive, but merely be disagreeable in relation to other players, not explicitly to the rules. However, this has, in large, been dealt with. The positive aspect of having no rules is the way in which these types of people dealt... Read More
I only played this mud for one month, but it is a month of my life I wish I had back. It was not very long after starting that I was shocked by this awful mud and its tiny playerbase. One player in particular named Fraust, was constantly spewing racist, sexist, homophobic nonsense that I found highly offensive. Another player named Freakazoid has ruined the war minigame by entering 10 characters at a time. The administration is either powerless to stop this kind of behavior, doesn't care, or possibly encourages it. Don't bother with this game.
Pros: Complex combat system Coordinate-based movement Fun war minigame Cons: Slow Development (only one person working on the MUD) Not much to do besides PK (of which there isn't much) Almost nonexistent player base Nepotism (improvements made on the wishes of a select number of players) Class balance issues Rampant botting (especially in war minigame)
I have been mudding for nearly two decades now and have multiple alts on many different types of muds. When I show up to a new mud, it's generally a foregone conclusion that I'll know most of the commands and most of the classes. Therefore, I was quite shocked when I logged on to GWII to find that I was a true newbie once more. Trying to describe this mud is quite difficult since everything on it is totally original. There are no rounds and no rooms. The combat system is completely new, as are the classes which you can rebuild at the drop of a hat. Thus, when I first created and did everything wrong, I was able to simply shift my things around without having to make a new alt. I will admit that it all seemed a bit daunting at first glance, but the help files are good and the players are friendly and always willing to answer questions and offer advice. The world is made up of two zones: the realm and the nexus. The realm is the safe place where people can hang out and chat and it also contains a small number of areas mainly for unclassed people. The nexus is the dangerous zone where all the cool mobbies, areas, and quests are. Yes, quests on a pkilling mud. Though the realm is safe, the nexus is deadly and you have to constantly watch your back or you'll find your limbs laying at your feet. Also there's no 'best' and 'worst' class. Since you can change things around at whim, the person who you demolished 5 minutes prior might adjust and return the favor. Thus, no one is ever safe. The Imm running this mud is called Kavir and he is very hands on with the place while remaining utterly laid back. He regularly puts in new features and areas and also has time to chat with players and asks our opinions on where we think mud... Read More
This is the godwars mud currently being run by KaVir, who created the original godwars. It is a true successor to the original, but utilizes an overland map and 2 spacial dimensions in concurrence with an innovated combat model based on weapon and stance based combos. There are usually 10 or so players logged in at a time, though the world is pretty big so you wont see them much unless they are killing you.
I discovered MUDS back in high school and tried out many different ones. I had checked out many MUDS, trying to find a community that I felt a connection to, mostly by sparking my interest in the gameplay. The MUD I first enjoyed was a mud based on the Robert Jordan series of which I had no prior knowledge of until I joined. It was created from scratch and it had its own special feeling. The environment was social, both OOC and IC. The leveling was simple, yet addicting as well. I stayed with that mud for about four years. I soon became tired of the mud because I felt that it was repetitive and also, I never did read the series that it was based off on. My friend then introduced me to another mud. I had never heard of God Wars II until then and I am glad that he told me about it. About three of my fellow mudders from the previous mud played it and helped me out a lot through the learning process. The gaming structure is not simple, it is quite complex. I firmly believe that at first, the mud may seem intimidating, but I found the challenge enticing and I strove to learn how to play correctly. Also, I must state that it may be easier for experienced mudders to play this mud because it is basically an expansion off the regular typical mud. The battle system consists of different types of weapons and equipment. Each of these items are designed according to the definition. The mobs that we fight in order to age are various and have distinctive attributes that make the mud seem more realistic, although it is set in a fantasy type genre. Each race has its own powers, set for the individual to decide on how to shape their character. Combined with a set amount of general talents, they can make the character very strong and powerful against other players as as... Read More
You coil your legs beneath you, ready to spring. Damocles leaps up into the air. You leap up into the air. Damocles backflips away from you. You backflip away from Damocles. Damocles kicks both feet at your face as he flips backwards. Your shimmering aura absorbs the impact of his kick. You land, your bare feet slamming down on the paved street. Damocles crashes to the paved street. You leap up into the air. You spin around in midair. Damocles somersaults over the store. Damocles kicks at your back with both feet while in midair. You deftly evade his kick. You swing your body into the stance called 'Crane Spreads Wings'. You land back on your feet and drop into a defensive crouch. You leap up into the air. You somersault over the store. Damocles somersaults over your head. You target Damocles. You land, your bare feet slamming down on the paved street. Damocles kicks at your back with both feet while in midair. You lean to the right of his kick. Damocles crashes to the paved street. ...later... You coil your legs beneath you, ready to spring. Damocles coils his legs beneath him, ready to spring. You leap up into the air. Damocles leaps up into the air. You somersault over Damocles's head. Damocles somersaults over your head. Rylnor chats, 'KaVir's mud. No one touches it.' You land, your bare feet slamming down on the paved street. Damocles lands, his bare feet slamming down on the paved street.
God Wars II is the MUD that has completely replaced my other online gaming activities. Other reviews have covered the 'what it is' very well, so let me fill in some of the 'non-mechanical' aspects. First, God Wars II is not a roleplaying MUD. It is centered on combat, most of it (currently) Player versus Mob, but also including Player versus Player. The motivation of most players is twofold - develop more powerful characters, and explore the continually added new features of the game. There is no IC interaction, but there is plenty of discussion of 'builds' - combinations of character features, usually oriented toward making your character better in certain situations. The jewel in the crown, the heart and soul of GW2, is its combat system, which is absolutely peerless. It models, in real-time detail, everything from spectacular martial arts techniques to armed combat with a large variety of weapons, to magic, and all sorts of dark-fantasy oddities (invisible creatures, demonic characters fighting with horns/tails/wing spikes, predators knocking you over by physically slamming into you, body parts getting severed, poisons, fire, etc etc). (My current character, for example, habitually cuts hands off his opponents with a swipe of a bladed tail, then catches the severed hands as they spin through the air, and keeps them as trophies.) Now, one of the important aspects of the GW2 culture is that the game is in a long-term 'open beta'. The creator of the game, KaVir, is online regularly, sometimes daily, and available to answer questions, even newbie ones, within reason. Since the MUD is constantly 'under construction', there is a lot of chat volume dedicated to the discussion of features just added, or about to be added. KaVir encourages plenty of feedback on his work. The game's development history goes back a good number of years, and shows no signs of slowing down. A few words on PvP - this takes two forms on GW2, open player killing (PK) and 'duelling'. After the training... Read More
After seeing that there hasn't been an updated review written for nearly a year, I thought that I'd spend a little bit of time and draft something up. God Wars II is a mud that definitely deserves all the attention it can get, even though it has a fairly stable and loyal playerbase. First things first, God Wars II is primarily a player-killing mud. After your Avatar chooses a class (which in and of itself is a challenge that will take new players many, many hours to complete), you will have the option to go to a separate plane of existence known as the Nexus. This is where you will spend most of your time, performing map-quests and killing various mobs in search of 'Primal Energy' (the equivalent of experience points). But the Nexus is not a place for the faint of heart. There are no player-killing restrictions whatsoever, and at peak times this can make navigating through the Nexus a herculean exercise in caution, stealth, skill and luck. In other words, it's one heck of an adrenaline rush - and it's really, really fun. KaVir, the creator of the game, has recently implemented a new rule wherein more powerful players lose unspent Primal whenever they slay someone weaker than themselves, though (in the long run) dying at the hands of another player in the Nexus is little more than an inconvenience (and a learning experience for newbies, as it will happen quite a bit with your first character). The penalty? The recently slain will reappear on their respective home-plane, where they will have the chance to fully mend their wounds and repair their damaged equipment before setting back out into the 'multiverse'. In order to clarify the term 'multiverse', it needs to be pointed out that God Wars II is composed of several different planes of existence. There is the Realm, which is a plane reserved primarily for teaching newbies how to play the game and adapt to the world. This where... Read More
I first started playing Godwars 2 when it was GladiatorPits III which was the testing ground for the aforementioned mud. The learning curve is a little steep, but nothing a quick glance at a helpfile cant fix. The combat system is unlike anything I have ever seen in a mud, it is without a doubt the most robust ive ever seen, It's like playing a fighting game on xbox, but with 26 buttons instead of 4 with a different set of techniques, attacks, and combos for each weapon, style and class. Now on to the Talents; Talents are the 'Skills' of Godwars, you gain a talent slot by reaching a certain pinnacle such as mastering 6/8/10 weapon styles. There are over 100 talents each ridiculously well thought out. Each having certain requiring its own stats/style/weapon requirement. Classes. Now classes are split up into different categories. Revanants being the undead brought back to life, ie. Vampires. Lycanthropes or werebeasts, ie. Werewolves. Illuminati or the magically gifted, ie. Mage. And finally there is the Nephilim or the beings that never had a human form to start with, ie. Demons. All the classes are fairly balanced, but as always are being worked on constantly to maintain balance. The world is huge and easy to navigate, the equipment system is based on random drops from powerful mobiles. It's hard to say anything bad about this mud. It's always evolving, there is always something to master, be it your strategy or your character itself. Players are very friendly and very helpful, and for the most part literate and comptetent. All players from the start have their own realm where they can go to heal, or repair their armour in peace, each with their own storage 'warehouses'. Well I tried to put a conclusion on this but there just isn't an end to what I can complement its just an excellent game and you should try it.
I've only played this game a couple of times, but it doesn't take long to understand that it provides a far more advanced combat system than the standard MUD fare. More than anything, it plays out like a text equivalent of a console street fighting game. You have a certain number of actions available for each hand, your head, and your feet. Depending upon your character's fighting style, particular combinations of these actions perform more advanced attacks and maneuvers. It's a lot to take in at first, but after spending a little bit of time with it, you can do some pretty wild things. I've only experienced a small portion of it, but the sheer number of different options in combat are staggering. From what I've seen, the Staff and other players seem quite friendly and patient to a new player. It makes absolutely no sense to me why there are so few players in this game while hordes of people get involved in the same old back and forth, near optionless combat found nearly everywhere else. It has to be because they just don't know that something like this is out there. (I didn't before being pointed to it, myself.) If you are looking to play with an engaging fighting system, this has to be what you want.
Let me start out by saying that whatever you choose to do after reading this review, not trying Gladiator Pits for a fight or two would be a pity, I can say without exaggerating that this mud is definitely one of a kind. I started playing Gladiator Pits last year, just trying it after reading the review by Alayla (on TMS). I liked it at first, because of how easy it was for a new player to just roll in, no in-game skills to practice or numberchase for just to be able to compete with the regulars, a steep but still very managable learning curve and a graceful and unique combat system. But I quit after some time, even though there were a few people logging on every night there was just not enough to do to keep the player occupied. Skip to just last week, I decided to check on Gladiator Pits again, after about 8 months and I'm hooked again. The combat system is still graceful, unique and a lot less boring then the automated systems on your standard Diku/Smaug/Whathaveyou. The amount of weapons has increased quite a bit (which actually means something here, every weapon has different attacks and techniques to use) and you can even use different types of magic now. You can now customize your character with different skills and talents (think feats in table-top D&D or perks in Fallout). But best of all, there is now a wilderness with different randomly-generated dungeons, keeping you occupied even when there's no one else online. Sadly though, while those that do visit seem to be nice people, there are still not a whole lot of people logging in at the same time. So if you want something different. A nice, if a bit small, community. A unique combat, movement and magic system. Easy to learn but hard to master gameplay. A chance to choose your own fighting style, there isn't one 'power-build' you need to use to compete. Then on... Read More
Let me start out by saying that whatever you choose to do after reading this review, not at least trying Gladiator Pits for a fight or two would be a pity, I can say without exaggerating that this mud is definitely one of a kind. I started playing Gladiator Pits last year, just trying it after reading the review by Alayla. I liked it at first, because of how easy it was for a new player to just roll in, no in-game skills to practice or numberchase for just to be able to compete with the regulars, a steep but still very managable learning curve and a graceful and unique combat system. But I quit after some time, even though there were a few people logging on every night there was just not enough to do to keep the player occupied. Skip to just last week, I decided to check on Gladiator Pits again, after about 8 months and I'm hooked again. The combat system is still graceful, unique and a lot less boring then the automated systems on your standard Diku/Smaug/Whathaveyou. The amount of weapons has increased quite a bit (which actually means something here, every weapon has different attacks and techniques to use) and you can even use different types of magic now. You can now customize your character with different skills and talents (think feats in table-top D&D or perks in Fallout). But best of all, there is now a wilderness with different randomly-generated dungeons, keeping you occupied even when there's no one else online. Sadly though, while those that do visit seem to be nice people, there are still not a whole lot of people logging in at the same time. So if you want something different. A nice, if a bit small, community. A unique combat, movement and magic system. Easy to learn but hard to master gameplay. A chance to choose your own fighting style, there isn't one "power-build" you need to use to compete. Then on... Read More
First off, Gladiator Pits is like no mud you have seen before. It does not have a large world with epic adventures, it does not have quests (yet), no levels, no character advancement, no clans or guilds, no classes or races. All you will find there are a few training mobs and several duelling arenas. Yet, it's excellent fun. Why? Because of its real-time combat system. It's original, it's flashy, it's elegant... it flows smoothly even if you get a bit of lag. Granted, it's also a bit hard to get into at first - no wonder, with 25 styles and over 1500 techniques. But improving your combat skills is an adventure in itself and well worth the time. Speaking of time investment, it is lower than most muds in the long run, since you don't have to spend months building up your character or gathering equipment. Since everybody starts on the same footing and everybody has access to the same selection of equipment, the duels become purely a match of skill and strategy. Each style and setup has its advantages and disadvantages, and everybody can find one that suits them best. Keep in mind that GP is primarily a test engine. If you stumble across a bug or any other problem, take your time to report it on the support forum (http://www.clanscw.com/godwars) and you can help to improve the game. Also, there's not always somebody around to fight - but I spend several hours on almost every day, and I will be happy to help you getting started (or duel you when you get better!) - you can find me there as Alayla. So if you think you've seen it all, if you like a breath of fresh air, if you are interested in new, original concepts, if you want to just have fun without spending months building up a character, give GP a try. It's well worth it. Alayla/Angie
This mud is THE most innovative mud there is for combat. Right now this mud is an egg that is beginning to hatch into the biggest thing on the entire mud community. The infamous Kavir, the thief who has stolen countless late-night hours of America's youth is developing his latest of the God Wars series here...JOIN NOW, I am serious. This is the real time combat mud, and no, its not that silly Dragon Ball combat system some might know. Pbase is starting to grow as I write this...I personally asure that you will be impressed.
Gladiator Pits III is a pure PK mud, designed to test player skill in terms of both pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. There is no character advancement - every character is on equal footing - and so it is purely a test of player ingenuity. The basic concept is fairly straightforward, although the mud may take some getting used to for those not already familiar with Gladiator Pits II. Context-sensitive hints and informative helpfiles are available, and most players should find themselves ready for their first fight within a few minutes of connecting. Knowing how to fight however, is a long way from mastering combat. With 25 fighting styles and well over 500 fighting techniques, there is no lack of things to learn. Dozens of different weapons and pieces of armour are available, each with their own advantages and disadvantages. Eight different stats indicate the strengths and weaknesses of each gladiator, but it's up to the player to decide the allocation of those stats. The mud also uses a coordinate-based system, which allows players a great deal of flexibility in terms of movement. The same system also handles weapon lengths and missile ranges in combat. The combat system itself is non-automated, and is geared more towards the fantastic than the realistic, drawing inspiration from anime along with movies like 'The Matrix' and 'Crouching Tiger, Hidden Dragon'. Each gladiator has three fighting locations which need to be combined in order to fight effectively - 'left hand', 'right hand', and 'feet' (which also represents overall body posture). Each location has its own set of commands and techniques, depending on the weapon and fighting style used. With such a trully awing and thought-provoking combat system, pk is fast paced against the training mobs and even more so against fellow players! Come join the battles! Will you be the victor or the fallen?
This is only a beta test for a much greater MUD which is yet to arrive. As such, there is not a lot to do here but battle other players or practice on a few mobs. That said, it is a glimpse into the future of MUDs that I consider myself very lucky to have seen. No doubt you will have some trouble getting used to it if you check it out yourself: you will see that it truly is utterly different. But that is a good thing. Out with the old (in this case the old old old, been recycled and rehashed a hundred thousand times over a decade and a half...), in with the new. The battles, if you choose to try and learn them (you can't just type "kill fido"), are spectacular, once you figure out how combat works. Very strongly recommend you check this out. Me? I can hardly wait until the real thing is opened to the public. *Erdos leaps into the air and summersaults over your head!*