<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Usability and interface --> <!--X-From-R13: Pebyl <thagureNbayvar1.zntahf1.pbz> --> <!--X-Date: Wed, 08 Oct 1997 19:45:38 +0000 --> <!--X-Message-Id: Pine.SV4.3.93.971008151928.7908A-100000@online1 --> <!--X-Content-Type: text/plain --> <!--X-Reference: Marcel-1.26-0930181147-0b0Ky&5#Gryphon,knoware.nl --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Usability and interface</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:gunther#online1,magnus1.com"> </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="msg00071.html">Previous</a> | <a href="msg00073.html">Next</a> ] Thread: [ <a href="msg00025.html">Previous</a> | <a href="msg00020.html">Next</a> ] Index: [ <A HREF="author.html#00072">Author</A> | <A HREF="#00072">Date</A> | <A HREF="thread.html#00072">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Usability and interface</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: Mud Dev Mailing list <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Usability and interface</LI> <LI><em>From</em>: Broly <<A HREF="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</A>></LI> <LI><em>Date</em>: Wed, 8 Oct 1997 15:50:40 -0400 (EDT)</LI> <LI><em>Reply-To</em>: Broly <<A HREF="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Wed, 1 Oct 1997, Marian Griffith wrote: > On Tue 30 Sep, Matt Chatterley wrote: > > > On Mon, 29 Sep 1997, Marian Griffith wrote: > > > > In most cases I'm in favour of making such things happen automatically. > > > E.g. the moment you cross the towngates the guards order you to remove > > > your weapon and you simply immediately do so. What is the point of re- > > > fusing after all? You want to enter town for trading or something like > > > that, not to take on all guards at the gate (who should realistically > > > win any fight). > > > This is where you can hit problems - what if someone doesn't want to > > remove a weapon? Its all these 'what if?'s that are troublesome! Mind you, > > I am in an environment where someone may well want to directly attack the > > guards (although it'd still be a bit of a daft thing to do). And guards > > should not really 'realistically' win any fight, unless something > > thematically depicts so. Infact, I'd put them at a disadvantage against > > anyone with a greater reason than being paid some money, to fight! Just > > for arguments sake, anyway. ;) > > My thinking is that one guard would not necessarily fight and win automa- > tically but there are six or so of them. With that many opponents there > is no hope of winning. And they ought to be smart enough to allow no more > potential enemies in the gates than they can defeat. The worls is after > all dangerous and that trade caravan could easily be bandits in disguise. > This is the type of situation where apparent strength (power, level, skill, whatver term is in fashion) vs actual strength becomes an issue. Three old men with walking sticks wouldn't pose too much of a problem for the gateguards, but if those three men happened to be masters of the arcane and those 'walking sticks' were really magic fire-shooters...A single master swordsman would be able to mow down a half-dozen rent-a-mercs before they could drive him off. Especially if the master swordsman caught the group off-guard. (Hack,Hack,'Hey, what the.'Hack,) Now if the town was currently under seige, or the character was a suspicous stranger, then there might be some drawbridge mechanism...The drawbridge stays up, a character approaches the town, requests entry, then the drawbridge is lowered after the character removes his/her weapons(possibly being "asked" to leave the offensive items at the gate to be picked up when the character leaves). Now once in town, it would be expected that no weapons be drawn, and the local police force will be summoned if anyone is spotted with a weapon... This is how I intend to enforce a 'safe' zone. A powerful NPC police force in a walled-in town that attacks trouble-makers on sight. Only the most brazen (or foolish) would start a fight in this town, and only the very skilled (or lucky) will survive doing this. A problem I'm facing is dealing with magic within the town...I don't want to code out offensive spells, although that is easy enough(can't think of a decent in-game reason for it). A mage could wander into town, torch a large portion of the population, then gate (teleport/phase/fly) out of there, thus avoiding the parimeter town defences. Perhaps having the town gathre up a mob, hunt down the offender, and splat him/her; but that can easily be avoided with the player loggin off... On a side note, it seems that most of my game constructs only work if I prohibit my players from ever leaving their keyboards... > How to avoid that things happen automatically I have no idea. That is the > kind of thing you have to work out :) Something like having the guard is- > sue an order that is obeyed unless you refuse within a certain timelimit. > Depending on the nature of the order the guard may attack or run for re- > inforcements after that. The gate idea above is one suggestion, but that only works in the most sequestered of settings...I couldn't imagine any well-traveled town having its gates closed during peak business hours in any but the most dire of times. Another is to have the guards physically stop you from coming into town if you have your sword drawn. To do that right, however would require a somewhat extensive nonleathal nonweapon combat system. Or it could be as simple as a DIKU-style 'detain' skill... Gunther </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00016" HREF="msg00016.html">Re: [MUD-Dev] Usability and interface</A></STRONG> <UL><LI><EM>From:</EM> Marian Griffith <gryphon#iaehv,nl></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00071.html">Re: [MUD-Dev] UI Issues: Anti-scripting techniques</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00073.html">Riddles for games</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00025.html">Re: [MUD-Dev] Usability and interface</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00020.html">Re: [MUD-Dev] Usability and interface</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00072"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00072"><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><A NAME="00015" HREF="msg00015.html">Re: [MUD-Dev] Usability and interface</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 01 Oct 1997, 21:02 GMT <UL> <LI><strong><A NAME="00022" HREF="msg00022.html">Re: [MUD-Dev] Usability and interface</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 02 Oct 1997, 06:25 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00016" HREF="msg00016.html">Re: [MUD-Dev] Usability and interface</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 01 Oct 1997, 21:19 GMT <UL> <LI><strong><A NAME="00025" HREF="msg00025.html">Re: [MUD-Dev] Usability and interface</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 02 Oct 1997, 14:56 GMT </LI> <LI><strong><A NAME="00072" HREF="msg00072.html">Re: [MUD-Dev] Usability and interface</A></strong>, Broly <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Wed 08 Oct 1997, 19:45 GMT </LI> </UL> </LI> <LI><strong><A NAME="00020" HREF="msg00020.html">Re: [MUD-Dev] Usability and interface</A></strong>, Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Thu 02 Oct 1997, 00:48 GMT </LI> <LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] Usability and interface</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 02 Oct 1997, 20:41 GMT <UL> <LI><strong><A NAME="00078" HREF="msg00078.html">Re: [MUD-Dev] Usability and interface</A></strong>, Broly <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Thu 09 Oct 1997, 07:59 GMT <UL> <LI><strong><A NAME="00104" HREF="msg00104.html">Re: [MUD-Dev] Usability and interface</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 18:30 GMT </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>