Forever. Lisp is a horrible 4th generatiob language designed specificly for modelling the business needs of the financial sector.
It is for all other purposes useless, and has syntax that will make you wish you where using Perl.
Well, the syntax is a bit strange but it's so consistent that in the end it seems like it's easier than traditional languages (which have so many cases of unique syntax for a specific command/operator/etc).
I don't see why you'd say it's useless, though. Allegro CL (along w/ many other CL implementations) have native support for tons of things that'd be handy in a MUD server such as:
Networking
Multi-threading
Hash tables
The ability to adjust code on the fly, including redefing objects and their schema
The ability to use Lisp as both server code and script code
Automatic garbage collection
Higher order functions
It's nearly as fast as C++, according to the "Great Language Shootout." It's definitely faster than Lua - and considering that I was planning on implementing the majority of my MUD, even things such as player commands, as scripts (for ultimate flexibility and extensibility) - the speed difference could be extremely noticeable.
Add to that that Allegro CL has native support for MySQL databases, Oracle databases, ODBC support, and it's own AllegroCache OODB system (which looks to be the ideal DB approach for a MUD server) and it becomes even more appealing.
Toss in a comprehensive IDE, the ability to evaluate code w/o compiling (evaluating functions on the fly seems like it'd be a huge timesaver), an extremely detailed debugger, support for foreign functions and interfacing with other languages, SSL support, a built-in profiler, and more, and it seems like a no-brainer.
I think I'll spend the rest of the week reading up on Lisp and trying to port what I've already got and see how that goes.
I really love Blitzmax, but I think I'm just being stubborn by utilizing it for my MUD server. Yes, it *could* get the job done, but some of the features I'd like to include (a fully spatial/coordinate based world, for instance) are going to be fairly processor intensive. Actually, the real hold-up would probably be the lack of multi-threading support. I can't have the whole game lag if a database request takes longer than expected.
I'll still be using Blitz for the custom client though. :)