(1994) LegendMUD opens with Carnage refugees (both Kosters & Delashmit as well as others); first classless mud? Uses a reverse-engineered and improved scripting language based on Worlds of Carnage's.
DartMUD opened to the public in '93, and started development in '92 (I think); it was classless from the start and I'm fairly sure it wasn't the first. There was also Alan Lenton's Federation, launched in '88 (relaunched on AOL in '95) which didn't technically have classes either, as it was almost purely a non-combat trading and industrial management game.
(1994) LegendMUD opens with Carnage refugees (both Kosters & Delashmit as well as others); first classless mud? Uses a reverse-engineered and improved scripting language based on Worlds of Carnage's.
DartMUD opened to the public in '93, and started development in '92 (I think); it was classless from the start and I'm fairly sure it wasn't the first. There was also Alan Lenton's Federation, launched in '88 (relaunched on AOL in '95) which didn't technically have classes either, as it was almost purely a non-combat trading and industrial management game.
That was in fact one of the emails I lost. :) Perfect, thanks!
I can't exactly date it (mid 90s?), but Gemstone III was also available on Prodigy in addition to AOL.
It was "pay per hour."
My parents were none too thrilled when that bill finally came in. Imagine the number of hours you racked up on your first MMO, such as EQ or DAoC.
Now imagine paying $1.99/hr (I believe that was the price, it MAY have been .99/hr, but I doubt it). How did any of these games survive at these prices?
Sidenote: I got banned from the internet for about a year for that one.
Fear the Backstab! "Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion "Hell is other people." -Sartre