<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Usability and interface ... --> <!--X-From-R13: pbqreNvoz.arg --> <!--X-Date: Wed, 29 Oct 1997 05:50:41 +0000 --> <!--X-Message-Id: 199710290550.FAA175710#out2,ibm.net --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199710261812.SAA27106#out2,ibm.net --> <!--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: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="msg00161.html">Previous</a> | <a href="msg00163.html">Next</a> ] Thread: [ <a href="msg00102.html">Previous</a> | <a href="msg00040.html">Next</a> ] Index: [ <A HREF="author.html#00162">Author</A> | <A HREF="#00162">Date</A> | <A HREF="thread.html#00162">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>: <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>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI> <LI><em>Date</em>: Tue, 28 Oct 97 21:41:07 -0800</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On 26/10/97 at 06:12 PM, Derrick Jones <gunther#online1,magnus1.com> said: >On Tue, 21 Oct 1997 coder#ibm,net wrote: >Toughest part of the system as I see it will be to comunicate the >information to players in a way that doesn't seem twinkish. (with the >troll example, how would a player playing a troll know that eating a >carrot could prove fatal? <sarcasm\> Surgeon General's Warning: If you >are a troll, eating this product may be hazardous to your health. ></sarcasm> ) First thought: Handle it the same way you'd handle your character putting his hand down on a burning hot stone -- automatic reaction jerks his hand off. Should a troll attempt to eat a carrot, his first reaction is to retch and spit it out. >> >Not all skills have to advance/decay at the same rate. Or even at all. >> >For the golf example, each character would have a personal maximum based >> >on character stats, so that poor dolt would never really become good at >> >the game, but after many, many years he wouldn't be quite so bad. If you >> >really don't like the idea of basing maximums and advance/decay rates on >> >player stats, determine them at the time of character creation (either >> >random or chosen). >> >> For me this echoes back to the seperation of character and human player. >> I have no problem with the character having stats which limit their >> current ability, but I have a big problem with those stats being >> unalterable. For me the game is more about overcoming those limitations >> than it is working within them. > >Again agreed. I meant determine initially at creation. There's no >reason why they shouldn't be able to change. All too often I forget the body stuff. For me this is not problem: Your body can't do something you want to do? Go get or steal a different body... >Back to the Golf example (I >spend way too much time at a country club (I work there)), the main >reason that women's tees are so far in front of men's tees (thus evidence >that women on average drive the ball shorter than men) is that the female >anatomy is such that ... True, anatomy can account for a lot. There are few hourglass figured sprinters, ballerinas, or marathon runners. Heck there are too few hourglass figured...err...hourglasses. Yeah. Similarly, at 6'4" I have a much tougher time putting on muscle than a shorter fellow. Muscular strength is proportional to the cross sectional area of a given muscle, which, given that my musceles are proportionally longer, means that I have to grow significantly more tissue to get the same increase in strength than, say, a dwarf. Oxygen consumption also has some interesting curves with increased body mass, especially when crossed with height. Then there's the basic bone strength problem.... -- 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> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00161.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00163.html">Re: [MUD-Dev] To catch a mage (was fear of magic)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00102.html">Re: [MUD-Dev] Usability and interface ...</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00040.html">Re: [MUD-Dev] Types of game</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00162"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00162"><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] Usability and interface ...</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00099" HREF="msg00099.html">Re: [MUD-Dev] Usability and interface ...</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Mon 13 Oct 1997, 18:59 GMT <UL> <LI><strong><A NAME="00138" HREF="msg00138.html">Re: [MUD-Dev] Usability and interface ...</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 22 Oct 1997, 05:55 GMT <UL> <LI><strong><A NAME="00154" HREF="msg00154.html">Re: [MUD-Dev] Usability and interface ...</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Sun 26 Oct 1997, 09:06 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00102" HREF="msg00102.html">Re: [MUD-Dev] Usability and interface ...</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 18:14 GMT </LI> </ul> <LI><strong><A NAME="00162" HREF="msg00162.html">Re: [MUD-Dev] Usability and interface ...</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 29 Oct 1997, 05:50 GMT </LI> </ul> </LI> <LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] Types of game</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 05 Oct 1997, 10:29 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00042" HREF="msg00042.html">Re: [MUD-Dev] Types of game</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 05 Oct 1997, 10:30 GMT </LI> </UL> </LI> <LI><strong><A NAME="00039" HREF="msg00039.html">Re: [MUD-Dev] PK again (was: Character evolution)</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 05 Oct 1997, 10:29 GMT <UL> <LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] PK again (was: Character evolution)</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 06 Oct 1997, 20:55 GMT </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>