<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Re: Issues from the digests and Wout's list --> <!--X-From-R13: pbqreNvoz.arg --> <!--X-Date: from fabius.globecomm.net [207.51.48.6] by mx01.ny.us.ibm.net id 863914679.73929-1 Sun May 18 00:17:59 1997 --> <!--X-Message-Id: 199705180017.AAA332132#out1,ibm.net --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199704191937.MAA25764#user1,inficad.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Re: Issues from the digests and Wout's list</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:coder#ibm,net"> </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="msg00549.html">Previous</a> | <a href="msg00551.html">Next</a> ] Thread: [ <a href="msg00162.html">Previous</a> | <a href="msg00575.html">Next</a> ] Index: [ <A HREF="author.html#00550">Author</A> | <A HREF="#00550">Date</A> | <A HREF="thread.html#00550">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Re: Issues from the digests and Wout's list</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Re: Issues from the digests and Wout's list</LI> <LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI> <LI><em>Date</em>: Sat, 17 May 97 14:48:20 -0700</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On 16/05/97 at 10:12 PM, Adam Wiggins <nightfall#user1,inficad.com> said: > [ChrisL:] >> Didn't see that one. Orion Henry and I stared a spirited chat on the >> area in r.g.m.m back when (which I think ended up with me inviting him >> to the old list). >Yeah, that was me, posting from the mud account between compiles (which >has Orion's name on it). Speaking of whom, his account has been generating a lot of bounces lately (he lost almost all of last week's mail (I don't think I saw any bounces today). If he wants a resend of the last week or two, I'm perfectly willing. >> In one case UggUgg gave his magical objects to you to exhaust your >> mana and cause your and his magical objects to instantly decay, and >> your spells to fail. The problem here is that this action is not >> necessarily harmful. It depends on whether you consider the >> destrution of the magic items to be damaging or not (their absence >> certainly simplifies the combat), whether your mana reserves can >> withstand the strain, or even whether those magic items are actually >> helpful to you to accomplish something you want (last component for a >> super spell?) There's a lot of context here, and a lot of subjective >> assessment. >How about just ignoring what the actual action was? If someone does >somehting which causes your magical items to decay, it doesn't matter >what that action was. This also has the nice side effects of causing >misunderstandings, ie: > Bubba gives you a mithril longsword. > Your Great Axe of Hair-Splitting turns to dust. > > say you asshole!!!! Hurm. Ignoring the problem of the system auto-deciding what your reaction as a player is to a circumstance in the game (something I *REALLY* don't like). >Even if the cause of your axe dusting was actually a sudden mana vortex >in the room or soemthing, rather than the mithril longsword. Bingo. >I'm not even sure about that. Combat is a tag that we, as humans, like >to stick on a certain set of actions...the mud shouldn't care, to my >mind. People just do stuff, and they can call it whatever they like. Is >Bubba accidentally dropping his rifle, causing it to fire, which hits >Joebob (who happens to be flying 400 ft overhead) in the foot, combat? We >wouldn't define it as such, but it has all the necessary elements. (No >point in mentioning 'intentional'...there's just no way to define >intentional results...only the person issuing the command knows their >intentions, and this is out of the scope of the mud.) > >So we can save a lot of time by just not ever worrying about it. I have advanced to firmly agreeing with you here. See my fairly recent posts specc'ing having a stateless model where a combat state can be causitively invoked on a per-player purely to simplify the entering of combat-type commands for that player (and the auto-generation of combat scripts etc). >> Even more indirect methods are event more effective, decently >> guaranteed, and difficult to track. >Sure. Mudders love to come up with stuff like this. Given some of the >totaly creative things I've seen people make use of in the relatively >rigid environments of 'normal' muds, I'd *love* to see what happens in an >environment like this... That's precisely my hope. Just enough structure to define a decent goal-oriented game, and more than enough flexability for them all to hang themselves twenty times over. Aside: I'm actually considering making user-programming a dangerous activity unless done under very guarded circumstances... Probably this would take the form of user-programming realising "aethir" (for want of a bettter world). Said aethir flows like a liquid in much the same ways as mana, but also has the interesting property of attracting rather vicious predatory teleportory beasties who are intensely irritated by it. >> All blows/spells/etc have a chance of failing, whereupon they all >> also have a chance of reflecting back on their source (swing >> sword at Bubba and chop off own leg, shell explodes in barrel, >> ice spell freezes you instead) >In addition, I'd like to totally get rid of the boolean effect of >actions. Normally there is just sort of a failure state and non failure >state. You can fail to cast the spell, or cast it successfully. Boolean >#2 is if they make their save or not. There's no inbetweens - a paralyze >spell always renders them totally helpless, or does nothing at all. How >about if you cast it poorly, it might still work, but end up only slowing >them down a bit? Or, as you said - failed spells don't just fail, they >end up going off on the wrong target (possibly your friends or yourself), >being too weak (fly spell that makes someone feel lighter but doesn't >actually lift them off the ground), and so on. Exactly! A ressurection spell that actually only produces zombies when it falters, a freeze spell that only gives you a runny nose, a teleport spell that backfires by instead bring chunks of the destination here, etc. >> Combat doesn't last long. Less than 5 - 10 minutes IRL. >This counts as 'not long'? My first run had combats lasting 30+ minutes... >...Does this mean that after 5 or 10 minutes someone is >assured to be dead/flee, or just that the combatants get so tired out >that can't continue? The two are effectively synonymous for me. >> True, they reek of their pulse/heartbeat based systems. The problem >> is that I explicitly DON'T want to pace normal action in the game. If >> the guy wants to walk across the entire land, and can enter (and have >> the server process) the commands quickly enough, then by Gum, he'll >> walk 10,000 miles in 3 seconds flat. The comparitive problem with >> this is that I want combat to be forced to be a less hurried affair, >> and thus requiring pacing. >Hmmm...you have limitations on how far the player can walk? I don't have any plans for it to be. >Hmmm, does this mean sense == things which will delay the completion of >my codebase by at least several months? >In that case, all we ever do is talk sense...:) That's the whole purpose of thsi list... -- J C Lawrence Internet: claw#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00575" HREF="msg00575.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong> <ul compact><li><em>From:</em> silovic#srce,hr (Miroslav Silovic)</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00162" HREF="msg00162.html">Re: Issues from the digests and Wout's list</A></STRONG> <UL><LI><EM>From:</EM> Adam Wiggins <nightfall#user1,inficad.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00549.html">Re: [MUD-Dev] The limits of system</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00551.html">Re: [MUD-Dev] Re: A brief introduction.. ok, you got me: an introduction</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00162.html">Re: Issues from the digests and Wout's list</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00575.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00550"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00550"><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>Re: Issues from the digests and Wout's list</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00158" HREF="msg00158.html">Re: Issues from the digests and Wout's list</A></strong>, Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Fri 18 Apr 1997, 23:18 GMT </LI> <LI><strong><A NAME="00159" HREF="msg00159.html">Re: Issues from the digests and Wout's list</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 19 Apr 1997, 01:51 GMT </LI> <LI><strong><A NAME="00161" HREF="msg00161.html">Re: Issues from the digests and Wout's list</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 19 Apr 1997, 02:51 GMT </LI> <LI><strong><A NAME="00162" HREF="msg00162.html">Re: Issues from the digests and Wout's list</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 20 Apr 1997, 02:29 GMT <UL> <LI><strong><A NAME="00550" HREF="msg00550.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 18 May 1997, 07:17 GMT <UL> <LI><strong><A NAME="00575" HREF="msg00575.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong>, Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Mon 19 May 1997, 08:08 GMT <UL> <LI><strong><A NAME="00641" HREF="msg00641.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 21 May 1997, 08:02 GMT <UL> <LI><strong><A NAME="00656" HREF="msg00656.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong>, Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Wed 21 May 1997, 16:41 GMT <UL> <LI><strong><A NAME="00674" HREF="msg00674.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 22 May 1997, 01:07 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </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>