<!-- MHonArc v2.4.4 --> <!--X-Subject: RE: [MUD-Dev] Optimized Object Storage --> <!--X-From-R13: "Wna [npvagbfu" <vznaNvfflfgrzf.pb.am> --> <!--X-Date: Fri, 17 Dec 1999 16:01:28 -0800 --> <!--X-Message-Id: 000001bf48e9$b085c5c0$02010101#akl,issystems.co.nz --> <!--X-Content-Type: text/plain --> <!--X-Reference: A538153C8E25D11192FA00805F1595950261266D@JETHRO --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, RE: [MUD-Dev] Optimized Object Storage</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:iman#issystems,co.nz"> </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="msg00654.html">Previous</a> | <a href="msg00657.html">Next</a> ] Thread: [ <a href="msg00650.html">Previous</a> | <a href="msg00657.html">Next</a> ] Index: [ <A HREF="author.html#00655">Author</A> | <A HREF="#00655">Date</A> | <A HREF="thread.html#00655">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>RE: [MUD-Dev] Optimized Object Storage</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>: RE: [MUD-Dev] Optimized Object Storage</LI> <LI><em>From</em>: "Ian Macintosh" <<A HREF="mailto:iman#issystems,co.nz">iman#issystems,co.nz</A>></LI> <LI><em>Date</em>: Sat, 18 Dec 1999 12:51:51 +1300</LI> <LI><em>Importance</em>: Normal</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#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> > Michael Sellers wrote: > > > Ian wrote: > > Firstly, my opinions. Let's you know what probably > > influences me in certain directions. I strongly > > dislike OOC solutions, or transparently artificial > > solutions. Object decay fits both of those > > to my mind, so I dislike it. > > I'm curious why you see that as an OOC/artificial > solution. Having items > remain around forever in perfect condition seems to me > to be more > artificial. Isn't it reasonable (not to mention an > interesting game > mechanic, requiring the player to make meaningful and > informed decisions) to > put a cost on keeping an item in good working order, > and/or giving it a > finite useful lifespan? Hi Michael. Having a piece of metal armor, kept in a presumed oiled condition, in a dry environment, and then getting 'a pile of rust' or the even more generic 'crumbles into dust', is OOC to my mind because it is not realistic. Some things do have a 'use by' date. Others don't. Just lumbering everything into the same handling system isn't IC. Having a rose and a sword decay at the same rate is ridiculous. I do not see the necessity of trying to kludge the system either. For example, making a player oil the armor, wrap it nicely, then pack it in a dry safe location. That is the sort of thing I assume the player is doing by default. Adding that onto the requirements is what I call a kludge. You can limit things in lots of IC ways. For example, weight and size limit you automatically as far as bags and carrying go. Implement them rather. If the player starts hoarding too many boxes, crates, bags and/or loose items, you can start tripping the player over things, bring the whole lot crashing down and damage or destroy some fragile items, and dent and buckle some others. That's IC. Even have the player severely damaged and/or killed in the crash. After all. Having a box of swords smash and scatter everywhere, with you most likely at the bottom, isn't going to be good for the health. If you code properly, the player would notice that the first two or three times that happened, the damage increased dramatically with the amount of stuff stashed. If he dies in a subsequent event, he'll know why. I should probably say she/he, as I've noticed woman tend to hoard quite a bit more than men do :-) Another alternative is to have this warehouse box crash cause sparks to fly, and a fire to start. Viola. BIG explosions. Leave him with some chunks of melted metal and ash. Players will think it's IC. All of the above are IC to me. Simple decay isn't. I don't know if you live in the USA or not, but there have been rather frequent finds of Spanish Conquistador armor, in excellent condition, throughout America (especially in dry locations). That's why I don't think having carefully stored items last forever is OOC. Putting a cost on the item's condition maintenance is too much micro-management to my mind. You want to gloss over the finer details as much as possible, so you don't get bogged down in detail. There's a very limited amount of fun in that, and the hassle of doing it all soon makes the game more like work than like play, and you start loosing players to the competition. Trying to stop somebody hoarding stuff and forcing them to go adventuring, for example, is like saying "You've had enough fun now. I know you enjoy it, but I think you should rather enjoy something else." Players are your customers. Don't try and sell them what you want to sell, rather sell them more of what *they* want to buy. I trust that answers your question. Regards, Ian. _______________________________________________ MUD-Dev maillist - MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </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="00650" HREF="msg00650.html">RE: [MUD-Dev] Optimized Object Storage</A></STRONG> <UL><LI><EM>From:</EM> "Sellers, Michael" <MSellers#maxis,com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00654.html">[MUD-Dev] lockpicking</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00657.html">RE: [MUD-Dev] Optimized Object Storage</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00650.html">RE: [MUD-Dev] Optimized Object Storage</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00657.html">RE: [MUD-Dev] Optimized Object Storage</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00655"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00655"><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="00659" HREF="msg00659.html">Re: [MUD-Dev] Souveniers</A></strong>, Lovecraft <a href="mailto:dave#darkages,com">dave#darkages,com</a>, Sat 18 Dec 1999, 04:26 GMT <UL> <LI><strong><A NAME="00665" HREF="msg00665.html">Re: [MUD-Dev] Souveniers</A></strong>, J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 18 Dec 1999, 06:11 GMT </LI> </UL> </LI> <LI><strong><A NAME="00650" HREF="msg00650.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 17 Dec 1999, 23:00 GMT <UL> <LI><strong><A NAME="00655" HREF="msg00655.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Sat 18 Dec 1999, 00:01 GMT </LI> <LI><strong><A NAME="00657" HREF="msg00657.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 18 Dec 1999, 04:26 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00660" HREF="msg00660.html">RE: [MUD-Dev] Optimized Object Storage</A></strong>, Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Sat 18 Dec 1999, 04:26 GMT </LI> </UL> </LI> <LI><strong><A NAME="00647" HREF="msg00647.html">Balancing between anxiety and boredom (was RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd) )</A></strong>, Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Fri 17 Dec 1999, 23:00 GMT <LI><strong><A NAME="00646" HREF="msg00646.html">[MUD-Dev] Online Migration and population mobility in a virtual gaming setting - Ultima Online</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Fri 17 Dec 1999, 22:57 GMT </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>