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[MUD-Dev] Re: combat
diablo#best,com wrote:
> Yes, you are right in both ways: Detailed PvP systems and detailed mob
> combat systems do seem to be exclusive of each other, and it is a matter
> of opinion as to which you prefer. I guess I prefer PvP
> because of the challenge. There is no way a mob is going to ever be as
> interesting to fight as another player. The mob isn't going to
> intelligently trade insults with me after the fight, and beating the mob
> brings me no sense of accomplishment. I know there is another person
> behind another player, and as Hegel said, dominating your fellow mankind
> is (for better or for worse, I make not qualitative judgements here) one
> of the greater pleasures in life.
>
> --matt
Apologies for this being the first post in this thread that I have
read with any detail!
It would seem to me that PvP combat would happen w/out any coding
what-so-ever.
It's restricting it that takes work.
On the other hand, mob combat is a lot of work to code, and it's hard
for
the builders to build what they really want (if they even care that
much).
I settled on setting about 4 personality traits: Bad-assedness,
social-concious,
skill/spell-activity, protectiveness-v/s-defensiveness. This allows me
to
control stuff in the code in a somewhat generic way (I have the other
stats
of the MOB to draw on as well, if I choose.) It is also quite easy for
the
builders.
--
Ben Greear (greear#cyberhighway,net) http://www.primenet.com/~greear
Author of ScryMUD: mud.primenet.com 4444 (Released under GPL)
http://www.primenet.com/~greear/ScryMUD/scry.html
- Thread context:
- [MUD-Dev] Re: META: list "peerage", (continued)
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