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Carrion Fields
Hits: 1785
Adventure, politics and bloody war await you in this life of swords, sorcery, deception, and honor. Established in 1994, Carrion Fields has evolved immensely over the years. With over 200 areas (all written for CF), 18 races, 16 classes, 11 cabals, and a solid playerbase we continually improve. Roleplaying is enforced and playerkilling makes life a challenge when you battle for some of the rare items in the land. Carrion Fields is completely free to play, and has a deep help system and a large Immortal staff for assisting new players in learning the ropes.
MUD Details
Date MUD Opened: April,1994
Telnet: carrionfields.com 9999
Web Page: Visit Carrion Fields
Admin Name: Valguarnera
Admin Email: valguarnera@carrionfields.com
Theme: Fantasy RP/PK
Codebase: Was ROM2.3 (in 1994)
World Originality: All Original
World Size: 20000+ rooms
Average Players Online: 51 - 100
Listing ID: 114
Quest: y
Supports Ansi: y
Multi Classing: n
Has Clans: y
Has Guilds: y
Classless System: n
Player Killing: y
Character approval: n
Adult Oriented: n
Equipment Saved: y
Primarily RolePlaying: y
Graphical MUD: n

(Added: 2005-02-23 09:22:15-Last updated: 2005-02-23 09:32:40)

Average Visitor Rating: 4.54 (Out of 5)
Number of ratings: 35
Reviews (5)
Response to Longtime Mudder, 2005-07-19
Reviewed by DesmonnKinnt
This response to the exact same review was posted on another site, I thought you might like to hear the same reply posted there.

**REPLY WRITTEN BY AARN* *Dwarven Smith and all around nice guy**

I would like to respond to the review posted by "Longtime Mudder" on 6/26/05. I'll begin by pointing out that this player was recently permanantly banned from our mud, and has since emailed various immortals over 30 times in complaint, often posing as someone else backing up his own views. Unfortunately, he has now brought his juvenile angst here. Now, as an immortal on CF, I'll attempt to reply to his "points".

1. The world his huge, and all original. We're fairly happy with our size at the moment, and in recent times have been focusing on updating older areas rather then adding lots of new ones. I don't think you'll find higher-quality areas on any mud. Not sure what he's talking about regarding the movement system.

2. There is lots of gear that is quite useful, including things you can buy from shops. We also have helpfiles that guide new players to areas suitable to them. Much of this information can also be found out very easily in-character from your fellow mortals.

3. There is a steep learning curve on CF, it's not for people who don't want to spend any time learning a game. We have many tools available to help, however, including a newbie channel designed solely to allow imms and other players to answer new players questions. The comment about having to perfect your skills and spells to be competitive is, quite plainly, false.

4. Not sure where this one came from. Roleplaying is more strictly enforced on CF then on any other mud I've ever seen. Lots of other muds say "roleplaying encouraged", which we all know equals pretty much no roleplay. On CF, it's mandatory and enforced.

5. There are players that play with other people they know OOC. We have rules on permagrouping, and the levels of behavior we allow from groups like that is much more strict then you'll find in most places. While people try to swap gear amongst their own characters or their friends for OOC reasons, we're quite adept at catching them. I can say confidently that this rarely or never happens.

6. We welcome newbies with open arms. While they still have to deal with the learning curve, we do help them along. I think you'll find the majority of our players are quite helpful. There are always a few bad apples though.

7. Our economy is fairly straight-forward and intuitive. It is not a main focus in our game, so it's also quite simple.

8. Dying is dying. When you die, you might lose your things. This is integral to the foundation of CF. That being said, I think quite a few people recover all or part of their gear when they die. It all depends on the situation. (Dying on the Eastern Road or at the Galadon Market Square probably equals losing everything. Nothing wrong with that.)

9. Some of the most fearsome characters in CF history have been uncabaled for all or part of their lives. Quite a few of our players chose to play uncabaled characters all on their own, so they have less restrictions. I don't think that there's any doubt that uncabaled is a viable option on CF, if you want to go that way.

10. We don't feel that there should be a completely safe place. There are many places where it is much harder to kill someone, with guards that will protect you, or our law cabal that will mark you as a criminal, but if the would-be killer wants to take the chance, they can. As far as I'm concerned, this complaint is one of our biggest bonuses. Especially if you enjoy killing.

11. This is possibly the most absurd statement on the whole list. Our average player does well across the board with all of our classes, and in the hands of highly skilled players, *every single class* has at one time been feared by everyone around them.

12. Another statement that just isn't true.

13. Not sure what this means, exactly. Many classes have more secondary skills then primary skills. Take thieves for example. You get a base set of skills, then you chose which guildmaster to study under, and learn the skills of thuggery, binding, trapping or poisoning. Warriors specialize in different weapons with completely different skill sets, then pick unique legacies to further refine their character. Invokers chose which elements to study, and how strong their affinity with each is. Shapeshifters chose two different foci for their magic; offense, defense, utility, air or water, each with a wide array of forms.

14. Our numbers are down in the summer. We currently have lows of 25-30 around 4am EST, and highs of 70 or so in the evenings.

Carrionfields is not a friendly mud, 2005-07-11
Reviewed by Longtime Mudder
The Carrion Fields by Longtime Mudder.
This is not a good game in my opinion and some reasons for it are as follows:

1) World is annoyingly huge, connective areas run on, and if you do not know it you are going to be vulnerable. Couple that with a system of movement that has been shown to be outdated and disfunctional.

2) Hugeness of the world means you will never learn where to get the gear you need without putting in way too much time.

3) The learning curve is unreasonable and level sitting is rampant but as a counterpoint it is necessary because advancing without perfecting your spells, supps, skills will leave you dead.

4) Roleplaying is not enforced as it should be, evil acts by good players occur all the time. Immortals do bizarre actions in front of playerbase and some of them claim to be about but realistically they are dormant.

5) OOC aid via friends goes on a lot. Players let knowledge of other character cross over to their character all the time without plausible explanations. Items as well seem to mysteriously get transfered, usually via an intermediate so it is "within" the rules.

6) Extremely unfriendly towards new players. No veterans players group at lower levels and at PK initialization they find you to kill you.

7) Economy system that is awkward, unfriendly and downright boring. Any worthy item that may have been left around ere the onset of bartering will be gone. And therefore out of reach because of inane level restrictions on items at merchants.

8) Death is poorly done. Looting fully is the norm with no looting code to make it semi tolerable.

9) Fires in your hometown as a new player. Come back weakened to the healer and die because of fires. Not pleasant. Caballed players will kill non-caballed players of equal skill constantly. Caballed players against non-caballed players
of weaker skill is a joke.

10) No have decently safe havens for players to interact outside combat.

11) Classes are unrealistically unbalanced to the point that some of them are pointless to try. Many players refuse to even look at a specific race/class combo because of this instead of approaching it from a roleplaying view.

12) No longterm story arcs. None. What little there are last maybe a month, if lucky. Roleplaying is actually hindered greatly by game mechanics that force a player into full time combat.

13) No secondary skills to be picked to make the game less tedious. Makes having a role other than a rampant killer much less fulfilling.

14) Erroneous posting of playerbase levels on CF's listings. Very erroneous. They are in a position of pb levels ranging from 10ish to 60+.

If you want a frustrating game solely based on PK then CF will work for you. If you want to be able to have PK there as a motivator but not all consuming, move on.

Carrion Fields, 2005-06-02
Reviewed by DesmonnKinnt
I have just recently taken on as a low-level immortal on CarrionFields
and have been a player for roughly 9 years. I have attempted other MUD's
in the past and have never found the rich experience that comes with the
many facets of life that CarrionFields has to offer.

Obviously I will mention the sixteen different classes and seventeen different
races that can be manipulated in countless different ways. Specialization of
thievery, warrior skills, and priestly empowerments by various gods can
literally make the playable combinations almost infinite. Not to mention the
various cabals which regularly war and scheme in accordance with their
philosophies and also guided by immortal run quests at random.

You will be able to PK at level 11. This gives you the first 10 levels to gain
allies, learn how to get around (run away) and learn where you can be safe
(run away and hide). PK is an important aspect of the game, almost as important
as RP. Therein lies that risk and reward balance I was talking about. It
becomes very boring if there is not that risk that those Imperial warriors may
hunt you down if your a lone elf out on the road trying to find your way. The
first lesson of staying safe on this MUD is doing a 'where' often, and watching
your back until you can take care of yourself. I'm saying this because this
becomes a big issue with newer players. In one of our helpfiles it says, "You
will die a lot. Don't take this personal." It's one of the best pieces of
advice I have ever been given.

Cabals have mortal leadership which as opposed to other MUD's can die, so the
leadership position will change during your lifetime. In otherwords, Mr
Wonderful the Leader of Battle will not always be there so if you play well,
and stick to your role. You can become the Leader someday. This is one thing
I have noticed since becoming a low level immortal and from researching some
of the other MUD's around. The vast majority of players on other MUD's never
get to attain those uber powerful elite titles and characters. Here at CF, we
are always watching and reward those who stick to their roles and do well.

RP is enforced strictly and we have only have one OOC channel for use when you
are a newbie, past that stage everything is in character. It makes for a
difficult learning curve, which means you ARE going to die trying to find the
next town. You MIGHT die exploring the low-level area if you don't use all the
skills taught to you in the ACADEMY. I have witnessed many people now profess
their prowess on the newbie channel only to be killed later by a Mob that they
didn't CONSIDER before killing. Deaths are not a bad thing on CF as far as I
am concerned. They teach you something each time you die and then when you
have used up all the life in that particular character, you roll another and
press on. I think it was a full year before I got a character over level
20..but I was a very slow learner.

The fact that there is risk involved with your exploration makes it something
you will want to come back to, over and over and over again. If your just
prancing around reading nice room descriptions and talking to people casually,
you will eventually become bored. At CF, you could be casually talking and
exploring and all of a sudden there is danger. Real danger that you might
need to run from, or fight, or run from....FAST!

I believe it's this real risk and reward balance that makes CF so addicting
and fun. I hope this gets you to at least give us a shot once or twice. I
have been a die hard CF'er from the get-go and will always be. It's just
that good.

I hope I've given you a little bit of a window into our world through the
eyes of a real person. I know what drives people to play this game, and I
also know what makes people leave it. I think I read a review that said
playing CF is like diamond mining. The rewards are great, but the work
involved is long and tedious. Well, I will pull out a quote from Clark
Griswold of the Lampoon's Vacation movies. "Nothing worthwhile is ever easy."
Come to CF knowing it might take you a character or two to get the hang of it.
But stay because the rewards are awesome when you get into your groove.

As I said, the combinations are endless, the RP aspect is very rich, and the
vast number of towns, inns, caves, castles and keeps to explore will literally
challenge you from level 1..to our pinnacle..51. So come on and join us. I
promise you'll find that spark that's missing in a lot of MUD's out there. It
just might take you a few deaths to find it. ;)

Desmonn Kinnt

www.carrionfields.com

CF Player, 2005-05-21
Reviewed by Kastellyn
As a player of many different MUDs on the internet, I can honestly say that Carrion Fields (CF) continues to draw me back time and time again. It is one of the most challenging games I have ever played (and that includes both text and graphics-oriented games). Despite playing for more than ten years, there are *still* areas that I have never explored and quests that I have never solved. The limited items and level-based PK mean that there are always conflicts between players, and the enforced RP means that these conflicts are different for each and every character that you play. With so many races and classes to choose from, it would take years to play them all...but they are all fairly balanced against each other, in terms of power and playability.

The best thing about CF is the fact that it is 100% free. There are no hidden fees; the MUD is funded soley by donations from players, and the Immortals are all volunteers. You might think this would make for limited Immortal interaction, but that is not the case. It doesn't take a full-time staff to have a constant presence and make the experience extremely enjoyable.

Give it a shot! You'll find it challenging but highly rewarding...that I can guarantee!

Carrion Fields: By what name will you be mourned?, 2005-02-23
Reviewed by Valg
I will forego explaining all of the basics. Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for over ten years.

Some highlights that should be important to players thinking about trying another MUD:

- [b]We’re a roleplaying MUD.[/b] The only OOC channel in the game is used for answering questions for new players at the lowest of levels. After that, everything is designed to be immersive and In Character- no distracting chatter about who’s going to win the Super Bowl. We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards. A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions. And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- [b]We’re a PK MUD.[/b] Not only do we feature a huge array of abilities, but each class plays in a unique manner. That Maran high-elven sword/dagger specialist who employs [i]Incarnadine Wave[/i] and [i]Flow of Shadows[/i] is going to be so different from that Scion fire giant mace/axe specialist who uses [i]Crashing of Waves[/i] and [i]Trapping Beneath Thunder[/i], that you will probably forget they are both members of the warrior guild. And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day. New players always ask what is the "best" character to play. Old players know there is no answer.

- [b]We have a veteran playerbase.[/b] Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon. Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- [b]We have an equally veteran staff.[/b] Professional treatment. Swift and just enforcement of our rules. Fast attention to bugs. Constant development. Top-notch original areas. 1400+ easily indexed helpfiles. Detailed, epic quests rooted deep in our world's history.

- [b]We are 100% free.[/b] No 30-day trials. No varying levels of service- we value every rule-abiding player. No gear for dollars. No hidden fees. We won't bribe or force you to vote for us on varios web sites. Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- [b]We're tough.[/b] Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything." Tough as in our areas and rules encourage fierce competition. Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands. Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets. Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas. Tough as in we show cheaters the door. Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet. Tough as in two seconds to think is often one more than you had.

- [b]We welcome new players.[/b] We have a specific newbie channel for helping you learn the ropes, and a highly customized Academy area with dozens of small quests to help teach you the game. 1500+ help files and a staff that knows exactly which one to point you to when you're having trouble. A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles. You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from. If it was easy, it'd be boring, you know.

Questions? Check out our website at [URL=http://www.carrionfields.com]www.carrionfields.com[/URL] today. Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.

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