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<H1>RE: [MUD-Dev] Spawning and quests (was Sony ban)</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] Spawning and quests (was Sony ban)</LI>
<LI><em>From</em>: "Raph Koster" &lt;<A HREF="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 13 Apr 2000 23:40:04 -0500</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>
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<PRE>


&gt; -----Original Message-----
&gt; From: mud-dev-admin#kanga,nu [<A  HREF="mailto:mud-dev-admin#kanga,nu]On">mailto:mud-dev-admin#kanga,nu]On</A> Behalf Of
&gt; Paul Schwanz - Enterprise Services
&gt; Sent: Wednesday, April 12, 2000 3:50 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: RE: [MUD-Dev] Spawning and quests (was Sony ban)
&gt;
&gt; Regarding spawning, has anyone seriously considered or
&gt; implemented a system
&gt; in which mobs only spawn where heroes are not present?

Oh, yeah, countless Dikus have a crude form of this. Zonewide resets do not
trigger if there are any players in the zone. It leads to camping on zone
boundaries.

&gt; Perhaps even an
&gt; algorithm which scans a region for "natural predators" to be used in
&gt; determining "reproduction" levels.  This might even be a nice eco-system
&gt; experiment with populations sizes based on available food,
&gt; shelter, etc. in
&gt; addition to predators.  Maybe even a "monster food chain."  Could
&gt; be fun. :-)

Been there, done that, failed miserably. :) Wanna try it again someday
though!

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

Many players like easily programmable activities. Tetris anyone? Heck--the
whole gameplay premise of The Sims could probably be coded into an optimum
solution by many of us on this list within a day or two. The gaming sites
have already posted optimum movement sequences for the simulation.

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

Your example of epic seems to be team-based capture the flag? Yes, several
muds have tried that. UO's try at it is going in within the next few weeks
as part of UO: Renaissance. I think Meridian 59 had a coupleof versions of
it. Players quickly see it as football and not as an epic quest.

I've written very epic, narratively based quests for Legend. They take a
long time to craft, aren't repeatable, and get reduced to walkthroughs no
matter how compellingly written.

-Raph





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<li><strong><A NAME="00274" HREF="msg00274.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly &lt;the_logos@achaea.com&gt;</li></ul>
<li><strong><A NAME="00273" HREF="msg00273.html">Re: [MUD-Dev] Quests</A></strong>
<ul compact><li><em>From:</em> "Madrona Tree" &lt;madronatree@hotmail.com&gt;</li></ul>
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<LI><STRONG><A NAME="00239" HREF="msg00239.html">RE: [MUD-Dev] Spawning and quests (was Sony ban)</A></STRONG>
<UL><LI><EM>From:</EM> Paul Schwanz - Enterprise Services &lt;Paul.Schwanz@east.sun.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Spawning and quests (was Sony ban)</STRONG>, <EM>(continued)</EM>
<ul compact>
<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
<UL>
<LI><strong><A NAME="00272" HREF="msg00272.html">Re: [MUD-Dev] Spawning and quests</A></strong>, 
Spin <a href="mailto:spin@fastlink.com.au">spin@fastlink.com.au</a>, Sat 15 Apr 2000, 17:21 GMT
<UL>
<LI><strong><A NAME="00291" HREF="msg00291.html">RE: [MUD-Dev] Spawning and quests</A></strong>, 
Chris Lloyd <a href="mailto:crl199@soton.ac.uk">crl199@soton.ac.uk</a>, Sun 16 Apr 2000, 15:59 GMT
<UL>
<LI><strong><A NAME="00391" HREF="msg00391.html">RE: [MUD-Dev] Spawning and quests</A></strong>, 
adam <a href="mailto:adam@treyarch.com">adam@treyarch.com</a>, Mon 17 Apr 2000, 21:53 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</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
<UL>
<LI><strong><A NAME="00273" HREF="msg00273.html">Re: [MUD-Dev] Quests</A></strong>, 
Madrona Tree <a href="mailto:madronatree@hotmail.com">madronatree@hotmail.com</a>, Sat 15 Apr 2000, 17:21 GMT
<UL>
<LI><strong><A NAME="00280" HREF="msg00280.html">RE: [MUD-Dev] Quests</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sun 16 Apr 2000, 06:17 GMT
<UL>
<LI><strong><A NAME="00288" HREF="msg00288.html">RE: [MUD-Dev] Quests</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Sun 16 Apr 2000, 15:58 GMT
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">Re: [MUD-Dev] Quests</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi@megsinet.net">ejarvi@megsinet.net</a>, Sun 16 Apr 2000, 15:59 GMT
</LI>
</UL>
</LI>
</UL>
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</UL>
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</UL></BLOCKQUOTE>

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