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<H1>Re: [MUD-Dev] The grass is always greener in the other field</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] The grass is always greener in the other field</LI>
<LI><em>From</em>: "Quzah" &lt;<A HREF="mailto:quzah#hotmail,com">quzah#hotmail,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 18 Dec 1999 16:35:09 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
From: Matthew Mihaly &lt;diablo#best,com&gt;

&gt; On Sat, 18 Dec 1999, Quzah wrote:
&gt; 
&gt; &gt; From: Matthew Mihaly &lt;diablo#best,com&gt;
&gt; &gt; 
&gt; &gt; &gt; Darn right they do. Most players know _exactly_ the stats of their
&gt; &gt; &gt; favourite swords. If they get a sword with particularly good stats, they
&gt; &gt; &gt; would be furious to have it reduced, as the distribution is a bell curve,
&gt; &gt; &gt; and getting ahold of a good sword is a fantastic thing for
&gt; &gt; 
&gt; &gt; That being the case, who in their right mind would toss their long
&gt; &gt; sword of ass beating into a pile of 49 other visibly identical long
&gt; &gt; swords? Do you know how much of a pain in the ass it is to get the
&gt; &gt; right long sword out of a stack even when they have different key
&gt; &gt; words and there are only five or six of them?
&gt; 
&gt; It's quite easy actually as our objects all have visible, unique
&gt; identifying numbers attached to them. GET 438 will get sword #438. INFO
&gt; HERE will give you a list of what is in the location and visible to you.

Ah, that's rather handy. Similar to an old MBBS game I saw once
where all the monsters had a number appended to their name. I was
of course speaking of the typical DIKU based mud where it would be
near impossible to grab the correct sword from a random pile of
50 long swords.

&gt; &gt; The point is, if you are foolish enough to toss your one super
&gt; &gt; sword into a pile of 49 other visibly identical swords, then
&gt; &gt; you deserve not to get the right one back ;)
&gt; 
&gt; I suppose, but again, what happens when they pick up and examine all 50 of
&gt; them and none of them match? Much complaining and filing of bug reports.

True. And I'd be one of the ones complaining. When I used to actually
play, I liked to run around and gather all the items in the game and
ID them, then write down their stats for my own use.

&gt; I appreciate the physics lesson, but really, I don't care what the physics
&gt; of something is. The system exists so differentiate items and make some
&gt; more desirable than others. It's perfectly internally consistent, and

Yes, of course. I was missing the point. You were trying to
discuss a way to store everything, while I was pointing out a
way to avoid it all together.

&gt; under normal conditions). People who have the forging skill and who make
&gt; armour and weapons get quite excited when they produce a palpably superior
&gt; weapon, and I like that.
&gt; 
&gt; --matt

Good argument for specific stat tracking I suppose. This of course
assumes again that you are using a numbers-visible sort of game.

Quzah.



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<LI><STRONG><A NAME="00680" HREF="msg00680.html">Re: [MUD-Dev] The grass is always greener in the other field</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo#best,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The grass is always greener in the other field</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 18 Dec 1999, 05:24 GMT
<UL>
<LI><strong><A NAME="00664" HREF="msg00664.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 18 Dec 1999, 05:51 GMT
<UL>
<LI><strong><A NAME="00668" HREF="msg00668.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Quzah <a href="mailto:quzah#hotmail,com">quzah#hotmail,com</a>, Sat 18 Dec 1999, 17:51 GMT
<UL>
<LI><strong><A NAME="00680" HREF="msg00680.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 18 Dec 1999, 23:50 GMT
<LI><strong><A NAME="00683" HREF="msg00683.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Quzah <a href="mailto:quzah#hotmail,com">quzah#hotmail,com</a>, Sun 19 Dec 1999, 00:49 GMT
</LI>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00673" HREF="msg00673.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Raph &amp; Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sat 18 Dec 1999, 17:51 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00620" HREF="msg00620.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Fri 17 Dec 1999, 00:21 GMT
<UL>
<LI><strong><A NAME="00640" HREF="msg00640.html">[MUD-Dev] Souveniers</A></strong>, 
Douglas Couch <a href="mailto:dscouch#purdue,edu">dscouch#purdue,edu</a>, Fri 17 Dec 1999, 17:06 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00610" HREF="msg00610.html">Re: [MUD-Dev] The grass is always greener in the other field</A></strong>, 
maddog <a href="mailto:maddog#best,com">maddog#best,com</a>, Thu 16 Dec 1999, 20:56 GMT
</LI>
</ul>
</ul>
</LI>
</UL></BLOCKQUOTE>

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