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<H1>[MUD-Dev] Re: combat</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: combat</LI>
<LI><em>From</em>: Ben Greear &lt;<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>&gt;</LI>
<LI><em>Date</em>: Mon, 25 Jan 1999 22:24:01 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
diablo#best,com wrote:


&gt; Yes, you are right in both ways: Detailed PvP systems and detailed mob
&gt; combat systems do seem to be exclusive of each other, and it is a matter
&gt; of opinion as to which you prefer. I guess I prefer PvP
&gt; because of the challenge. There is no way a mob is going to ever be as
&gt; interesting to fight as another player. The mob isn't going to
&gt; intelligently trade insults with me after the fight, and beating the mob
&gt; brings me no sense of accomplishment. I know there is another person
&gt; behind another player, and as Hegel said, dominating your fellow mankind
&gt; is (for better or for worse, I make not qualitative judgements here) one
&gt; of the greater pleasures in life.
&gt; 
&gt; --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)  <A  HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A> 
Author of ScryMUD:  mud.primenet.com 4444        (Released under GPL)
<A  HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A>


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: META: list "peerage"</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00262" HREF="msg00262.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Mon 25 Jan 1999, 20:48 GMT
<UL>
<LI><strong><A NAME="00268" HREF="msg00268.html">[MUD-Dev] combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 25 Jan 1999, 22:19 GMT
<UL>
<LI><strong><A NAME="00276" HREF="msg00276.html">[MUD-Dev] Re: combat</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Tue 26 Jan 1999, 03:44 GMT
<UL>
<LI><strong><A NAME="00277" HREF="msg00277.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 04:38 GMT
<UL>
<LI><strong><A NAME="00278" HREF="msg00278.html">[MUD-Dev] Re: combat</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 26 Jan 1999, 05:27 GMT
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</UL>
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<LI><strong><A NAME="00284" HREF="msg00284.html">[MUD-Dev] Re: combat</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Tue 26 Jan 1999, 16:04 GMT
<UL>
<LI><strong><A NAME="00296" HREF="msg00296.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 22:50 GMT
<UL>
<LI><strong><A NAME="00326" HREF="msg00326.html">[MUD-Dev] Re: combat</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 31 Jan 1999, 01:04 GMT
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<LI><strong><A NAME="00330" HREF="msg00330.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 31 Jan 1999, 02:29 GMT
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