<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Reset Death --> <!--X-From-R13: Irf Qbaaryy <jpbaaryyNrqra.pbz> --> <!--X-Date: Mon, 25 Jan 1999 08:54:14 -0800 --> <!--X-Message-Id: Pine.BSI.4.05L.9901251030000.10098-100000#matrix,eden.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Reset Death</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:wconnell#eden,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00252.html">Previous</a> | <a href="msg00254.html">Next</a> ] Thread: [ <a href="msg00259.html">Previous</a> | <a href="msg00261.html">Next</a> ] Index: [ <A HREF="author.html#00253">Author</A> | <A HREF="#00253">Date</A> | <A HREF="thread.html#00253">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Reset Death</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Reset Death</LI> <LI><em>From</em>: Wes Connell <<A HREF="mailto:wconnell#eden,com">wconnell#eden,com</A>></LI> <LI><em>Date</em>: Mon, 25 Jan 1999 10:54:04 -0600 (CST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> This is an idea I had for a mud I'm working on. The idea may be old or already done, but i've never heard about it so here it goes. In diku muds everyone knows that mobs/objects are regenerated via resets. Kill a mob and *pop* 5 minutes later its back. Steal a sword and *pop* its back. This obviously gets very boring and redundant. The idea I had revolves around a term called "reset death". In each area there are key mobs, objects, or rooms that can trigger the reset death. When the reset death occurs it stops reload the current set of mobs/objects and begins loading a different set of mobs/objects. Maybe even separate room descriptions (this would be hell on area builders). Try out this scenario. --------------------------------------------------------------------- Evil General RandomName1 rules an area from his castle. The castle loads guards, furniture, etc. The land around the castle is pretty and peaceful because Evil General RandomName1 is really just a sweet guy at heart. Even though he likes to loot and plunder. Everything but the General resets normally. A group of adventurers take up a job from Good King RandomName2 to raid the castle and kill the Evil General. The group sneaks into the castle and kills a few guards then kills the General in his sleep. This triggers the *reset death*. From this point on the area switches over to a separate set of mob/obj loads. In this scenario the castle would remain dead for a while allowing all straggling guards/etc. to be killed off. Then after a certain amount of time has passed the area switches over to yet another set of loads. This new set contains a small colony of trolls who like the dungeons of the castle. At this time the area around the castle would be overgrown and gross. Then yet another group of adventurers come in and kill off all the trolls clearing out the castle. At this point Evil Crime Boss RandomName3 takes the castle and makes it his stronghold. Thus beginning the cycle again. ----------------------------------------------------------------- Like I said this idea would be hell on area builders since they would have to create at least 3 sets of mob/obj/resets/storylines for every area. It would be very worthwhile though. Another idea that relates to this would be to have the races/tribes/clans/whatever migrate across the mud. If a refugee group of humans came across an empty castle they would take it. Of course this raises concern for saving the state of a lot of objects throughout the mud. I'm done rambling now. Gimme some ideas, suggestions, flames. =] Wes! wconnell#eden,com Yesterday I was a dog. Today I'm a dog. Tomorrow I'll probably still be a dog. Sigh! There's so little hope for advancement. -- Snoopy </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00261" HREF="msg00261.html">[MUD-Dev] Re: Reset Death</A></strong> <ul compact><li><em>From:</em> Mik Clarke <mikclrk#ibm,net></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00252.html">[MUD-Dev] Re: META: list "peerage"</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00254.html">[MUD-Dev] Re: Java I/O and threads.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00259.html">[MUD-Dev] Who is? (was about level vs skills)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00261.html">[MUD-Dev] Re: Reset Death</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00253"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00253"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Reset Death</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00287" HREF="msg00287.html">[MUD-Dev] Re: Reset Death</A></strong>, Wes Connell <a href="mailto:wconnell#eden,com">wconnell#eden,com</a>, Tue 26 Jan 1999, 16:50 GMT </LI> </ul> </LI> <LI><strong><A NAME="00264" HREF="msg00264.html">[MUD-Dev] Re: PvP and mob capacities (was "List Peerage")</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 21:36 GMT <LI><strong><A NAME="00263" HREF="msg00263.html">[MUD-Dev] Re: Who is? (was about level vs skills)</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 21:24 GMT <LI><strong><A NAME="00259" HREF="msg00259.html">[MUD-Dev] Who is? (was about level vs skills)</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 25 Jan 1999, 19:47 GMT <LI><strong><A NAME="00253" HREF="msg00253.html">[MUD-Dev] Reset Death</A></strong>, Wes Connell <a href="mailto:wconnell#eden,com">wconnell#eden,com</a>, Mon 25 Jan 1999, 16:54 GMT <UL> <LI><strong><A NAME="00261" HREF="msg00261.html">[MUD-Dev] Re: Reset Death</A></strong>, Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Mon 25 Jan 1999, 20:35 GMT <UL> <LI><strong><A NAME="00269" HREF="msg00269.html">[MUD-Dev] Re: Reset Death</A></strong>, Andrew C.M. McClintock <a href="mailto:andrewm#MAIL,HSC.EDU">andrewm#MAIL,HSC.EDU</a>, Mon 25 Jan 1999, 22:27 GMT <UL> <LI><strong><A NAME="00290" HREF="msg00290.html">[MUD-Dev] Re: Reset Death</A></strong>, Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Tue 26 Jan 1999, 20:52 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00251" HREF="msg00251.html">[MUD-Dev] Java I/O and threads.</A></strong>, Elis Pomales <a href="mailto:pomales#caip,rutgers.edu">pomales#caip,rutgers.edu</a>, Mon 25 Jan 1999, 15:19 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>