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<H1>Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</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>: Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</LI>
<LI><em>From</em>: "David Bennett" &lt;<A HREF="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 10 Jan 2000 13:44:19 -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>
On 1/10/00, at 11:45 AM, Eli Stevens (Grey) wrote: 

&gt;I had been considering having the occupants of adjacent rooms visible to
&gt;everyone as part of the standard 'look' command.

We did this for large open spaces on Discworld.  It works quite well...
You also get messages like:
The happy wizard moves southeast in Sator Square.
The happy wizard leaves Sator Square to the northwest.

etc...  Makes the squares really feel like a busy part of the city.

&gt;One thing I like about it is that it gets rid of the silly "is here"
tagged
&gt;onto the end of everyone's short desc.  Crowded areas could become a
&gt;problem, but I think that by only allowing a player to notice a subset of
&gt;the present/nearby people, the spam should not be too bad (if you are in a
&gt;crowded hallway, you just _cannot_ see everyone).  This would be in
&gt;conjunction with the features of the attention thread mentioned a while
&gt;back, rooted at (or near):

We didn't get rid of the 'is here' though.  The description lines end up
looking like:

The happy beggar is meditating to the northeast,  the spotted dog and the
beggar are standing to the west and a red badger is here.

Good luck!
David.



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<LI><STRONG><A NAME="00074" HREF="msg00074.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></STRONG>
<UL><LI><EM>From:</EM> "Eli Stevens (Grey)" &lt;ens017#mizzou,edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00074" HREF="msg00074.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>, 
Eli Stevens (Grey) <a href="mailto:ens017#mizzou,edu">ens017#mizzou,edu</a>, Mon 10 Jan 2000, 17:57 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>, 
Douglas Couch <a href="mailto:dscouch#purdue,edu">dscouch#purdue,edu</a>, Mon 10 Jan 2000, 20:01 GMT
<UL>
<LI><strong><A NAME="00078" HREF="msg00078.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>, 
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Mon 10 Jan 2000, 20:31 GMT
<UL>
<LI><strong><A NAME="00217" HREF="msg00217.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Sat 22 Jan 2000, 18:14 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00081" HREF="msg00081.html">Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)</A></strong>, 
David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Mon 10 Jan 2000, 21:49 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00073" HREF="msg00073.html">[MUD-Dev] Re: Ok, got some brand new core dumps.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 09 Jan 2000, 19:41 GMT
<LI><strong><A NAME="00062" HREF="msg00062.html">[MUD-Dev] An introduction...</A></strong>, 
Geoffrey A. MacDougall <a href="mailto:geoffrey#poptronik,com">geoffrey#poptronik,com</a>, Thu 06 Jan 2000, 23:11 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00070" HREF="msg00070.html">Re: [MUD-Dev] An introduction...</A></strong>, 
Lovecraft <a href="mailto:dave#darkages,com">dave#darkages,com</a>, Sat 08 Jan 2000, 07:23 GMT
<UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">[MUD-Dev] Laws website moves</A></strong>, 
Raph &amp; Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sun 09 Jan 2000, 18:44 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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