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<H1>Re: [MUD-Dev]  Supporting RP+PG</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Supporting RP+PG</LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Thu, 3 Jul 1997 09:07:57 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:caffeine#unreal,org">caffeine#unreal,org</A></LI>
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<PRE>
On Wed, 2 Jul 1997, Huibai wrote:

&gt; [much snipping, pardon]
&gt; 
&gt; Matt C:&gt;
&gt; :&gt; problem of the former being as you say, "How hurt is 20%? 
&gt; 
&gt; I figure on using the graphic bar because, as well as a player can
&gt; read the bar (guessing 50%, for example), I imagine that's how 
&gt; well he knows his own body. 

Hmm, I suppose thats fairly reasonable.. although if you diverge from the
norm (the points Adam W made on 100% being literally 1% and such), you'll
need to make a point of saying so, or trying to indicate it, otherwise you
could have a lot of very dead players. ;)
 
&gt; Adam:
&gt; : For all practical purposes, 100% health is identical to 1% health.
&gt; 
&gt; Yeah, I've always hated that in standard hack'n'slash.  So, we
&gt; take care of the combat modifiers for health, just not so overtly.
&gt; The player will surely notice a big slowdown in combat performance
&gt; the lower his health bar goes.

Jolly good. I played on one mud which tried to do this by /increasing/ the
damage you took, the more hurt you were. It was a nice idea, but not
terribly well done - it was on a sort of semi-exponential scale, so you
got hit once and it barely hurt, again (the same hit) and it hurt a
little, again, and it hurt, again, and it REALLY hurt, and then it killed
you. :)
 
&gt; Now, we use descriptive phrasing as far as "how's the other guy
&gt; doing?" when the player looks at a living.  If there's room for any
&gt; misinterpretation from that or no knowledge imparted on the level
&gt; of his combat ability, well that's the limitation on not knowing his
&gt; body as well as your own.

True - but as always, with descriptive phrases, be careful they aren't
ambiguous, or vague in any way, for instance "He seems pretty beat up.",
and "He's hurting quite a bit." are very unclear as to where they would be
relating to each other. You could actually use a %age bar for NPCs, but
throw in innacuracies based on the PCs perception, and such.
 
&gt; In passing, a friend mentioned to me the idea that a Mud might
&gt; be based on the axiom that players age as they progress.  The
&gt; amusing twist is that 'newbies' start out stronger than the old
&gt; pros, who have only experience to go by.  In other words, start
&gt; the player in the prime of the hero's life, instead of making him
&gt; build up to it.  The rest of his existence is trying not to slip too
&gt; fast into obscurity when he might as well just suicide the char.
&gt; Heh.

Heh. It'd be interesting to see what'd happen if you did that.

Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)


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<LI><STRONG><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev]  Supporting RP+PG</A></STRONG>
<UL><LI><EM>From:</EM> "Huibai" &lt;ashen#pixi,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Supporting RP+PG</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00004" HREF="msg00004.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 22:03 GMT
<UL>
<LI><strong><A NAME="00044" HREF="msg00044.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 03 Jul 1997, 00:54 GMT
<UL>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:17 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Wed 02 Jul 1997, 23:43 GMT
<UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:10 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00063" HREF="msg00063.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Thu 03 Jul 1997, 16:23 GMT
<UL>
<LI><strong><A NAME="00064" HREF="msg00064.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 03 Jul 1997, 18:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00070" HREF="msg00070.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 04 Jul 1997, 03:25 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00000" HREF="msg00000.html">Re: [MUD-Dev]  Nation of shopkeepers</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Tue 01 Jul 1997, 14:11 GMT
</LI>
</UL></BLOCKQUOTE>

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