<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: combat --> <!--X-From-R13: <qvnoybNorfg.pbz> --> <!--X-Date: Sat, 30 Jan 1999 23:30:25 -0800 --> <!--X-Message-Id: Pine.BSF.4.05.9901302309410.17655-100000#shell9,ba.best.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: E106pJ4-0005P9-00#koala,kanga.nu --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: combat</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:diablo#best,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="msg00333.html">Previous</a> | <a href="msg00335.html">Next</a> ] Thread: [ <a href="msg00333.html">Previous</a> | <a href="msg00337.html">Next</a> ] Index: [ <A HREF="author.html#00334">Author</A> | <A HREF="#00334">Date</A> | <A HREF="thread.html#00334">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: combat</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: combat </LI> <LI><em>From</em>: <<A HREF="mailto:diablo#best,com">diablo#best,com</A>></LI> <LI><em>Date</em>: Sat, 30 Jan 1999 23:30:22 -0800 (PST)</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> On Sat, 30 Jan 1999, J C Lawrence wrote: > On Sat, 30 Jan 1999 18:29:20 -0800 (PST) > diablo <diablo#best,com> wrote: > > > Assuming I'm playing a sadistic player, why would I not just kill > > the person? > > Usually becasue actually killing another player's character is either > difficult or involves repurcussions to your character that are > unwelcome. Quite a bit of fun can be had on the repurcussion side: > > -- make the character increasiningly unlucky or difficult to > advance/play. This seems like the sort of thing that players term 'unfair' and is generally accepted by them as unfair. > > -- make the character increasingly unable to defend against attacks > from characters played by that player in the future. Same as above. It doesn't make sense to say that you'd learn more from dying to me than I would from killing you. And, if enough time passed between the combat encounters by players A and B, then presumably (I'm speaking in in-game terms here) their fighting styles would have shifted enough so as to make the specific knowledge gained from fighting the other guy not so valuable anymore. > > -- increment some sort of "sin" value which (dependent on threshhold > value typically) raises some sort of feared threat (eg Island's court > system). This one I like. > > -- In M59 style, launch revenants against the killer. I don't know what revenants are, but that sounds pretty arbitrary. I don't think players like arbitrary. If you couch the "bad-ass, justice-dealing NPC comes after you" in terms like a court or guards of a city, then players are mostly willing to accept it. <much text about combat snipped> Your proposed combat system does sound interesting from an entirely different angle than what I was speaking of. I can see how the rush of trying to avoid getting killed as a several-hundred-hour character is quite potent. Your system is different enough from mine that I don't have any of those small doctrinal quibbles with it. In fact as you described it the only thing I think I wouldn't like is the lack of continuity in character (basic complaint of mine with perma-death systems I guess). I like history and to see players play a long time, etc, even if they are semi-rabid killers. Still, every system has its disadvantages and yours sounds like a lot of fun. I was not aware that MUD2 had people sinking hundreds into a character they could permanently lose. I suppose if players started knowing they could lose their characters it might be ok, but it's really the sort of thing I would personally hate as a player, and so it's something I'd rather not do. (doesn't fit in with my system of combat anyhow) --matt </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00333" HREF="msg00333.html">[MUD-Dev] Re: combat</A></STRONG> <UL><LI><EM>From:</EM> J C Lawrence <claw#kanga,nu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00333.html">[MUD-Dev] Re: combat</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00335.html">[MUD-Dev] Re: processors</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00333.html">[MUD-Dev] Re: combat</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00337.html">[MUD-Dev] Re: combat</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00334"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00334"><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: combat</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <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 <UL> <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 <UL> <LI><strong><A NAME="00333" HREF="msg00333.html">[MUD-Dev] Re: combat</A></strong>, J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 31 Jan 1999, 05:20 GMT <LI><strong><A NAME="00334" HREF="msg00334.html">[MUD-Dev] Re: combat</A></strong>, diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 31 Jan 1999, 07:30 GMT </LI> <LI><strong><A NAME="00337" HREF="msg00337.html">[MUD-Dev] Re: combat</A></strong>, Richard Woolcock <a href="mailto:KaVir#nospam,dial.pipex.com">KaVir#nospam,dial.pipex.com</a>, Sun 31 Jan 1999, 19:10 GMT </LI> </LI> </UL> </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00301" HREF="msg00301.html">[MUD-Dev] Re: combat</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 27 Jan 1999, 02:59 GMT </LI> </ul> </ul> </ul> </ul> </ul> <LI><strong><A NAME="00248" HREF="msg00248.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, Dominic J. Eidson <a href="mailto:sauron#the-infinite,org">sauron#the-infinite,org</a>, Mon 25 Jan 1999, 10:01 GMT </LI> <LI><strong><A NAME="00250" HREF="msg00250.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Mon 25 Jan 1999, 15:02 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>