Criticisms of NewMoon
1) Badly Coded Objects:
NPCS:
The Dean and Zehava. I don't mind powerful NPCs in fact I love them, but what I don't like is npcs that don't have to follow the rules that player characters do. Zehava can summon 6 fire warriors instantly (should have a staff and summon a fire elemental), cast instantous variations of several spells that do tremendous amounts of damage (1.5k), they are both human spell casters, and thus should have to cast spells the same way as regular characters. I wouldnt mind if you pushed their combats to 600, magics to 600, int to 30ish, as long as they took same time to cast there magics.
Poultices:
The ranger npcs, along with the samurai in tsan both use poultices (or a similar healing technique). These npcs can use these poultices without having to actually have them in there inventory. These poultices are substantial, they heal snakeweed 1k hps or more when he uses them, and to a lesser extent the other rangers. If they use them, they should have to carry them. True theives might find a way to unbalance the game this way, but if you increased the poultices weigh a little, and upped a rangers awareness (gave them alert like they should have), thieves would be very unsuccesful at stealing from rangers (as they should on the rangers home turf).
2) The Spell System
The huge array of spells that you can aquire (over 120 in all) is a great asset to newmoons mages, makes them a lot more fun to play, but the spell system as it regards to combat, frankly sucks. It's better than most muds, but can bare a lot of improvement. Area spells: Area spells for some reason take in affect the amount of monsters that you are fighting to determine how much damage each individual mob takes (the more npcs the less each one takes). This is ridiculous, to an extent perhaps, but if a building falls on one person, or falls on an entire crowd, it really doesn't matter except for those extremely fast individuals that are lucky enough to be on the outside, death will occur, the damage on area spells perhaps should be more randomized (per individual). (example: currently if I cast a firestorm (I have highest bonus in game), on one kobold, that kobold will die, even with two kobolds they both die, on three kobolds they are all seriously wounded, if I cast it on six of them, all of them are barely hurt. It should have pretty close to the same chance of doing the damage it did to a single kobold as it does to each of the six.