God save the poor soul who point outs everyone is just saying 'if you don't like it FINE but here am I arguing every point and you better drop it instead of retorting, WAIT YOU RETORTED, how dare' ad nauseam.
Mommy, daddy, please stop fighting. I love you both very much even if I don't see myself playing Arm ever again. It is okay to agree to disagree when the conversation hasn't gone anywhere in 12 pages. Having the last word isn't worth that much.

I do want to comment on this one particular thing though, since I think this post didn't really get a balanced perspective:
@arkandel said in Armageddon MUD:
@evilcabbage said in Armageddon MUD:
sure, but by that same token just because you roll into the game as a 40 year old veteran of hunting does not mean we should have to give you knowledge, because you the player haven't even done anything to earn that.
You (which I assume means 'staff') don't need to give anyone anything. What players have 'earned' is up to the game; some allow more experienced characters to be rolled, some not so much. The one caveat here is that it needs to be universal - if you went and told person A that they haven't earned their stripes so they can't be a veteran, but went ahead and approved person B's veteran character then it'd be a big no-no.
Either way you have got to make it clear what expectations are from newly rolled characters' skill level. It shouldn't be trial and error (especially if your players will get the impression it's subjective, erroneously or not), this sort of thing ought to be clearly stated ahead of time.
you just jumped into a world that you are unfamiliar with, in a land you don't understand yet as a person, and you want to start at like, the height of a career.
By nature newcomers to games don't know much about what's going on, but unless you only roll newcomer characters as well then the latter's IC experience will be greater than their players. For instance if I rolled a peasant on Arx, knowing nothing about Arx OOC, my character will still know way more than I do about the world. You can't escape that fact, even though a well documented friendly web site for your MU* can certainly help.
but i'm personally not going to tell you where to find ginka fruits or where to get such and such shell that sells for like two thousand coins because it's so ridiculously rare. there's things you have to do yourself, you have to make mistakes and learn from them.
You get to choose what you tell players, sure. It's your prerogative.
if you roll in as a new player into the game, you have to take into consideration this: can i, as a new player, believably portray that i am, in fact, a 40 year old hunter?
A better expectation to have is this: "Am I, as a new player, allowed to roll a 40-year old hunter?" If you make your game's rules what they need to be, ensure they are visible and keep them fairly applied universally then no one gets to complain; they might choose to not play there, that's their prerogative, but you'd have done everything from your end to help them make an educated choice.
Armageddon started off as an RP-lite DIKU (class-based) hack and slash. So there's no skill allocation. With one basic exception (you can do a special application for very minor skill boosts), everyone comes in around the same level. The only advantage a veteran player has against a newbie if they both roll in as grizzled 40-year-olds is OOC experience, which isn't a thing you can feasibly police or restrict. Neither character has the coded skill to immediately run off and explore the world. The area around the main city is fairly open with only a handful of 'secrets', and I say 'secrets' because while you may be discouraged from sharing them OOCly, you will find them out pretty quickly if you interact with other players.
My experience with seeing 'clearly clueless newbie' usually resulted in them getting immediate help or someone going out of their way to ICly take them under their wing, btw, so I don't think the 'dropped into the world like a helpless baby and left to fend for self in wilds' picture that some people are drawing is really accurate. YMMV but I would confidently say it's been the norm for a long time. Really dangerous, lawless areas tend to be clearly marked if you're paying attention to your surroundings. The areas where people might readily jump to PVP tend to be remote and thus difficult for a new player to stumble into.
Furthermore, the game probably has the best documentation of any running MU. Like, really, go take a look at the site if you haven't. It gives new players plenty of information if they care to use the resources available to them. This includes a big button on the front page that says 'LIVE HELP!'. When I was on the helper team, there was almost always 2-3 people on it ready to chat OOCly about whatever non-secret thing.
Now that said, lemme reiterate my first post:
I played it for about 12~ years off and on. I don't think it'll really appeal to most of the crowd here, but if you're okay with the above caveats and up for trying something new, it's worth a shot.
Full disclosure, the reason I quit is because I knew too much about magic, mechanics and the world. Without mystery and uncertainty I no longer found it immersive, and that immersion is what made it fun for me.
I really don't think Armageddon will appeal to most MUSH players. The cultures are very different and that's okay. Best of luck to anyone who does try it! My advice is to play for the trees, not the forest.