A couple of days ago, I gave Sindome a try after browsing through TopMUDsites. I'm an avid MUD player, even staffing on one of the regular top 5 there.
At first, it was a pretty confusing muddle and mess, if I'm honest. I went into chargen 100% blind, not knowing what my skills did beyond their basic descriptions, with a pretty much random assortment of shit flung into them. This is something you really need to improve I think - I really, really badly butchered my char's build and while circumstances have sort of ameliorated that somewhat, but if that hadn't happened, I would've probably 100% attempted to suicide the char and start over.
Bit of a forboding prospect when history can take a little while to tidy up and approve, too.
My first two days were punctuated with pretty much non-stop chaos. I think I died like five times to assorted things. The red scroll and I became friends very fast. All the experiences landed me some interesting interactions and connections to certain characters though, which is ultimately what kept me around.
It's been a blast, honestly. But I totally and 100% understand why a lot of people get turned off early on in their Sindome experience - the NPE is super, SUPER rough, and things like wounds healing in realtime serve to make 'experimental' mistakes extremely costly in terms of time. There's not a lot fun about sitting on a street mortally wounded in a SIC blackout and just having to wait for someone to stumble by and offer to help.
I don't really have any meaningful feedback on how to improve that without diminishing the grit and consequence that makes Sindome so alluring in the first place, other than maybe giving new immies a little kit with some self-meds to patch themselves up a TINY bit so that they can at least walk around and to a clinic without having to wait 20 minutes for fatigue to clear. Maybe brand it hard with Fuller street clinic stuff so people get used to visiting the place early on.
I would also say that perhaps providing some sort of compelling initial 'hook' that encourages players to explore early on would be good. Maybe they're hungry, or they come out of the immigration process with a faint lingering addiction to a certain drug that they need to get a fix of.
Lots of fun outside of that, and the sheer depth and FOIG atmosphere is something pretty new to me, but also something that I am rapidly beginning to embrace. Information is as much a resource and source of progression as currency and connections are, which is something very difficult to appreciate in other games, especially with things like wikis and Discords being so prevalent.
The community's been great and I've honestly slid into a circle that I'm already very happy with after only a few days, and probably had more concrete RP in these past three days than I have out of 6 years playing another popular IRE mud.
So, yeah. Good shit. Major props.