<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Something complete different --> <!--X-From-R13: [nevna Uevssvgu <telcubaNvnrui.ay> --> <!--X-Date: Wed, 17 Sep 1997 21:18:19 +0000 --> <!--X-Message-Id: Marcel-1.26-0917212045-313Ky&5#Gryphon,knoware.nl --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199709160940.CAA30935#pc4,zennet.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Something complete different</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:gryphon#iaehv,nl"> </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="msg01243.html">Previous</a> | <a href="msg01245.html">Next</a> ] Thread: [ <a href="msg01230.html">Previous</a> | <a href="msg01266.html">Next</a> ] Index: [ <A HREF="author.html#01244">Author</A> | <A HREF="#01244">Date</A> | <A HREF="thread.html#01244">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Something complete different</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] Something complete different</LI> <LI><em>From</em>: Marian Griffith <<A HREF="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</A>></LI> <LI><em>Date</em>: Wed, 17 Sep 1997 22:20:45 +0100 (BST)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Tue 16 Sep, Brandon J. Rickman wrote: > On Mon, 8 Sep 97 21:53:33 MST, cg#ami-cg,GraySage.Edmonton.AB.CA > (Chris Gray) wrote: > Making things decay is tricky without introducing a weird kind of > physics. I'm thinking about Wizardry VII where monsters vaporize when > you kill them. Imagine how disgusting a mud would be if every room > in the newbie area looked like this: > Happy Forestland > You stand in a clearing in the middle of Happy Forestland. The sun is > shining on the happy green trees. > Your movement is slightly hampered by the rotting corpses of several > thousand dead bunnies. > A fluffy bunny is here. I would hazard that in any situation remotely resembling reality a corpse would not stay around very long. Scanvengers would soon finish the bigger parts of it, then worms and insects would remove the remaining eadible stuff. By that time things are already so small that they are subject to being moved around by small animals and even by wind. Unless the corpse was very large, e.g. human sized or bigger, it is unrecognisable within a matter of days. Another problem here is, of course, where all those fluffy bunnies come from. They ought to be either extinct, or evolve into killer bunnies that hunt newbie characters. > While this would make a mud quite novel it probably wouldn't be too > appealing to a large number of players, and the type of mud where such > a situation would be most likely to actually occur would probably > want to have more than a few players. Truth be told is that the vast majority of players has descriptions set to brief and won't notice the room full of corpses anyway. > So should we dismiss corpses as being relatively uninteresting details > (aside from special corpse-related activities (hey!) like looting and > sac'ing)? I guess it depends on the situation. There is use for corpses if it is going to act as 1) food source for (invisible) scavengers and 2) as a gruesome kind of fertiliser for the soil. After a war the population of crows and vultures ought to prosper :) and grass should grow more abundantly on the former battlefield. > (Somehow I have gotten obsessed with the specific case of corpses as > opposed to the more general case of decaying the effects of players > upon the world. But perhaps the answer is hidden in the details?) Things decay unless repaired. Living creatures repair themselves continuously until they stop being living. Metals and rocks are very resilient against decay so they stay around longer. Nothing mysterious about it in my opinion. Of course I am not the person who has to code this :) > So corpses aren't as interesting as the components that corpses are > made of. Those components are then just probabilistic combinations > of sub-components, and so on down to some quantum mud level. If > we can easily generate and modify the, ah, probability curves for > various sub-component levels... [snip] ??? Does this mean something or can I safely ignore it? Marian -- Yes - at last - You. I Choose you. Out of all the world, out of all the seeking, I have found you, young sister of my heart! You are mine and I am yours - and never again will there be loneliness ... Rolan Choosing Talia, Arrows of the Queen, by Mercedes Lackey </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="01297" HREF="msg01297.html">Re: [MUD-Dev] Something complete different</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="01289" HREF="msg01289.html">Re: [MUD-Dev] Something complete different</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="01266" HREF="msg01266.html">Re: [MUD-Dev] Something complete different</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01224" HREF="msg01224.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> <UL><LI><EM>From:</EM> "Brandon J. Rickman" <ashes#pc4,zennet.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01243.html">Re: [MUD-Dev] Mud Games</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01245.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01230.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01266.html">Re: [MUD-Dev] Something complete different</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01244"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01244"><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: [MUD-Dev] Hard Sci-fi muds was Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="01154" HREF="msg01154.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 08 Sep 1997, 06:54 GMT </LI> <LI><strong><A NAME="01165" HREF="msg01165.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 09 Sep 1997, 06:01 GMT </LI> <LI><strong><A NAME="01224" HREF="msg01224.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 16 Sep 1997, 09:40 GMT <UL> <LI><strong><A NAME="01230" HREF="msg01230.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Sep 1997, 21:03 GMT </LI> <LI><strong><A NAME="01244" HREF="msg01244.html">Re: [MUD-Dev] Something complete different</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 17 Sep 1997, 21:18 GMT <UL> <LI><strong><A NAME="01266" HREF="msg01266.html">Re: [MUD-Dev] Something complete different</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 18 Sep 1997, 20:59 GMT </LI> <LI><strong><A NAME="01289" HREF="msg01289.html">Re: [MUD-Dev] Something complete different</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 19 Sep 1997, 22:08 GMT </LI> <LI><strong><A NAME="01297" HREF="msg01297.html">Re: [MUD-Dev] Something complete different</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:01 GMT </LI> </UL> </LI> <LI><strong><A NAME="01247" HREF="msg01247.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 17 Sep 1997, 23:54 GMT </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>