This is a list of suggestions that I have put together. They are things that should go into an area, some of it to make the area more realistic,others to make it more interesting and fun to explore. ** Any monsters that would normally have a weakness to a certain type of spell, should have it set in the monster code. For example I have a frost giant in my High Mortal area. I have set his strength to cold spells and his weakness to fire. So he has set_property( "strength", "cold"); and set_property( "weakness", "fire"); Please use this set_property because it is directly related to magic users spells, and makes the game more realistic. ** On any worthless treasure you have in the game (i.e. stuff no one would ever buy back) please consider using the set_destroy(); option in the object's code. ** For any powerful weapon, or even vaguely powerful weapon, please set a decay rate on it, depending on the wc of the weapon and how difficult it was to obtain. But it should have some decay rate. Balance will check it to make sure it is appropriate. ** Something to consider doing is adding special attacks for your monsters. It is very easy to do and makes the game much more interesting. If you want/need an example of a room/monster with a special attack please mail either myself or Bohemund, who also has several examples. ** If you can, please include ANSI in your areas. It looks neat and the players love it. Ansi in code is done the same way as when you speak. set_short( "%^RED%^a red gummy bear%^RESET%^"); Please use the RESET after you are through, or else it will make a player's entire inventory that color. ** Think about using pre and post exit functions. They make an area more fun to explore. ** All shop keepers must have a bargaining between 125-175. ** All stores from now on must have a specific type specified. ** If it fits the theme of your area, please put some sort of fishing area in. Although it is true that we do not want people to be able to fish in every area we have in order to heal, at the moment there are only about 3 areas with fishing places, so we could do with several more. But, please, only do it if it fits the idea of your area. ** All set_shorts for weapons, armour, and rooms should be lower case except for proper nouns! Areas will not go into the game anymore unless they are lower case, in an effort to make the mud look more unified. ** Try to add an element of randomness to your area. The mud has been a very stagnent place up until recently. We have decided to make the mud much more random, and more interactive. Hence the conception of monsters like the Gremlin. It is not to difficult to make your monsters have random amounts of hp, money etc. So please, consider doing this. ** Make monsters more interactive with players. This would include giving monsters the ability to steal, talk back to people (try telling the gremlin something some time). It is also possible to make monsters shout stuff, etc. Mail Bohemund for examples. He is the king of interactive monsters. Also think about giving your NPC's the ability to heal themselves. It is very easy to do. Merely set a spell chance, and then when you set the spells s/he has give her/him the spell mend me or heal me, etc. ** Use emotes and achats! They can make monsters fun and more interesting. set_emote(10, ({ "Descartes is a weenie" }),0); or set_emote(10, ({ "Bohemund is a bigger weenie" }),1); ** On all upper level monsters (15+) please use the max damage. Otherwise players are severing limbs much to quickly. So it would say: set_max_dam( "torso", 2500); ** Rather than having many different lines to set properties in rooms, it is now possible to combine all of them. So, originally code looked like this: set_property( "indoors",1 ); set_property( "light", 1); Now, you should change your code so that it reads like this: set_properties( [( "light" :1, "indoors" :1 ]) );