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<H1>RE: [MUD-Dev] Spawning and quests (was Sony ban)</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] Spawning and quests (was Sony ban)</LI>
<LI><em>From</em>: Paul Schwanz - Enterprise Services &lt;<A HREF="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 12 Apr 2000 16:50:04 -0400 (EDT)</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>
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<PRE>
Jeff said:
&gt; The way the dungeons are designed is equally frustrating:  All fixed spawn
&gt; locations, but with a level spread from Way Too Easy to Way Too Hard.
&gt; Instead of exploring a dungeon from Top to Bottom, you walk in until you
&gt; hit a spot beyond which you will die.  Everything behind you is too easy.
&gt; Everything ahead is too hard.  So you squat and kill the same thing over
&gt; and over.  When you level up a couple times, then you can move to the next
&gt; spot.

Regarding spawning, has anyone seriously considered or implemented a system 
in which mobs only spawn where heroes are not present?  Perhaps even an 
algorithm which scans a region for "natural predators" to be used in 
determining "reproduction" levels.  This might even be a nice eco-system 
experiment with populations sizes based on available food, shelter, etc. in 
addition to predators.  Maybe even a "monster food chain."  Could be fun. :-)

 
&gt; Static quests for generic items:  Take the monk quest to get three putrid
&gt; rib bones for a magic headband.  Here's the quest:  "Go camp the ruins
&gt; until you have killed the same putrid skeletons over and over again, for
&gt; about six hours."  I kid you not, it literally takes that long.  Not so bad
&gt; though, because while you are parked there in the same spot for six hours
&gt; (maybe with a cleric, who also needs to camp there for hours on end for one
&gt; of their guild quests), you can kill three different KINDS of skeletons.

Yes...it seems that many developers confuse easily programmable activities 
with fun activities.  Is anyone really doing _epic_ quests?  Why not?  It 
seems to me that Frodo's ring would be good fodder for such a quest.  One 
half of the world could try to prevent the other half from moving an object 
from one corner of the map to another...it works for football.  :-)

--Phinehas


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                Paul E. Schwanz, II          
                Email: paul.schwanz#east,sun.com
 
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<li><strong><A NAME="00265" HREF="msg00265.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>
<ul compact><li><em>From:</em> "Raph Koster" &lt;rkoster@austin.rr.com&gt;</li></ul>
<li><strong><A NAME="00253" HREF="msg00253.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>
<ul compact><li><em>From:</em> Jeff Freeman &lt;skeptack@antisocial.com&gt;</li></ul>
<li><strong><A NAME="00257" HREF="msg00257.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>
<ul compact><li><em>From:</em> Wes Connell &lt;wconnell@skotos.net&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00243" HREF="msg00243.html">[MUD-Dev] /. Article about EQ sales ban</A></strong>, 
Nathan F Yospe <a href="mailto:yospe@hawaii.edu">yospe@hawaii.edu</a>, Fri 14 Apr 2000, 02:51 GMT
<UL>
<LI><strong><A NAME="00268" HREF="msg00268.html">RE: [MUD-Dev] /. Article about EQ sales ban</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00244" HREF="msg00244.html">Re: [MUD-Dev] Sony to ban sale of online characters from its populargaming sites</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke@sirius.com">choke@sirius.com</a>, Fri 14 Apr 2000, 02:51 GMT
<UL>
<LI><strong><A NAME="00250" HREF="msg00250.html">Re: [MUD-Dev] Sony to ban sale of online characters from itspopulargaming sites</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00239" HREF="msg00239.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</a>, Fri 14 Apr 2000, 02:51 GMT
<UL>
<LI><strong><A NAME="00257" HREF="msg00257.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>, 
Wes Connell <a href="mailto:wconnell@skotos.net">wconnell@skotos.net</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
<LI><strong><A NAME="00253" HREF="msg00253.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>, 
Jeff Freeman <a href="mailto:skeptack@antisocial.com">skeptack@antisocial.com</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
<LI><strong><A NAME="00265" HREF="msg00265.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00241" HREF="msg00241.html">Institutionalizing human behavior (was RE: [MUD-Dev] banning the sale of items)</A></strong>, 
Sellers, Michael <a href="mailto:MSellers@maxis.com">MSellers@maxis.com</a>, Fri 14 Apr 2000, 02:51 GMT
</LI>
</UL></BLOCKQUOTE>

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