<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: PvP and mob capacities (was "List Peerage") --> <!--X-From-R13: "Qnyvona Fverfvnf Rnexybpx" <pnyvonaNqnexybpx.pbz> --> <!--X-Date: Mon, 25 Jan 1999 13:36:11 -0800 --> <!--X-Message-Id: 009501be48aa$3d7d13c0$55e5edd0@dev-18.chilisoft.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] Re: PvP and mob capacities (was "List Peerage")</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:caliban#darklock,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="msg00263.html">Previous</a> | <a href="msg00265.html">Next</a> ] Thread: [ <a href="msg00287.html">Previous</a> | <a href="msg00263.html">Next</a> ] Index: [ <A HREF="author.html#00264">Author</A> | <A HREF="#00264">Date</A> | <A HREF="thread.html#00264">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: PvP and mob capacities (was "List Peerage")</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] Re: PvP and mob capacities (was "List Peerage")</LI> <LI><em>From</em>: "Caliban Tiresias Darklock" <<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>></LI> <LI><em>Date</em>: Mon, 25 Jan 1999 13:32:10 -0800</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> -----Original Message----- From: Andy Cink <ranthor#earthlink,net> To: mud-dev#kanga,nu <mud-dev#kanga,nu> Date: Monday, January 25, 1999 12:53 PM Subject: [MUD-Dev] Re: META: list "peerage" >At 02:25 AM 1/25/99 -0800, Caliban Tiresias Darklock wrote: >>Having been deeply involved in Telmaron, the first reasonably successful >>commercial MUD provider, I take that a little personally. ;) > >I have to state that I was referring specifically to mudservices, >and the mudservices clones that have been popping up like weeds in >the last year or two. I meant no offense to your specific provider :) >(Or to anyone's, honestly) I know you didn't, but I still had to stand up and go HEY! ;) >The goal of mudservices appears to get more new people into the market. I think we've had several long and heated threads about whether this is a good thing or not. ;) >Somebody must know something tho, there's quite a bit of >mud hosting available for purchase nowadays. I think a large amount of the "profit" realised by a MUD provider is having that T1 in the basement. ;) >>Or, conversely, that if this is what PvP combat boils down to, something is >>seriously wrong with it. > >Actually, I think the problem is a lack of balance in the game systems. I've >seen a lot of muds where the players are fairly well balanced against the >mobs, but to make the players strong enough to kill the mobs, the players >wind up being so strong they kill each other way too fast. How I've dealt with this: a player is ALWAYS harder to kill than a mob. Mobs just sit there and need to be smacked. Players can set decoys, lay traps, and conceal their capabilities. I like to make the game something which can be played deceptively. Look, there's a guy with only 200 fighters, and we have 40,000! Let's kill him! Oops... he REALLY had 98,000 fighters... I *hate* camouflage... I think I'll go back to whacking enemy fighters, at least you know what you're getting into there. >Maybe the problem isn't balanced PvP, but just general imbalance in the >mud? My oldest and biggest mud pet peeve is that mobs can often do things >that a player cannot do. My system gives a LOT more capability to the player than to the mobs. Mobs are pretty basic; they only really know "us" and "not-us", and their standard mobprog equivalent would be "if not-us then whack-repeatedly-with-big-stick". Not very sophisticated, I know, although there are some mitigating factors like the "hit list": the enemy does coordinate on a strategic level, but it's really sort of like overwhelming the player with lots of angry hornets. All they know is that someone threw a rock at the nest, and all they can do about it is swarm and sting. But that doesn't make them any less distasteful to be around. ;) >Every time a new mud starts >up, it spreads the supply of people willing to work on a mud that >much thinner. Every other mud has that much more difficulty finding >builders and coders. I would strike toward the root of this problem by examining the idea that playing a combat MUD bears little or no resemblance to running one, which is in stark contrast to MUSH and those other servers which provide a restricted but reasonably equivalent coding/building interface to the playerbase at large. | Caliban Tiresias Darklock caliban#darklock,com | Darklock Communications <A HREF="http://www.darklock.com/">http://www.darklock.com/</A> | U L T I M A T E U N I V E R S E I S N O T D E A D | 774577496C6C6E457645727355626D4974H -=CABAL::3146=- </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00263.html">[MUD-Dev] Re: Who is? 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(was about level vs skills)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00264"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00264"><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><A NAME="00282" HREF="msg00282.html">[MUD-Dev] exploration points</A></strong>, diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 11:42 GMT <LI><strong><A NAME="00281" HREF="msg00281.html">[MUD-Dev]</A></strong>, Juha Lindfors <a href="mailto:jplindfo#cc,helsinki.fi">jplindfo#cc,helsinki.fi</a>, Tue 26 Jan 1999, 09:37 GMT <LI><strong><A NAME="00271" HREF="msg00271.html">[MUD-Dev] Re: Reset Death</A></strong>, Quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Mon 25 Jan 1999, 23:41 GMT <UL> <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 </LI> </UL> </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>