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<H1>Re: [MUD-Dev] A flamewar startingpoint.</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] A flamewar startingpoint.</LI>
<LI><em>From</em>: Miroslav Silovic <<A HREF="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</A>></LI>
<LI><em>Date</em>: 14 Nov 1997 14:41:29 +0100</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:silovic#srce,hr">silovic#srce,hr</A></LI>
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<PRE>
Derrick Jones <gunther#online1,magnus1.com> writes:
> On Thu, 13 Nov 1997, Miroslav Silovic wrote:
>
> >
> > Adam Wiggins <nightfall#user2,inficad.com> writes:
> >
> > > I like slower timescales. They take care of this problem pretty
> > > nicely; 24 mud hours for us is about 2.5 RL hours. Since I can go
> > > pretty easily for 24 hours after eating a big meal, I figure people
> > > that don't want to worry much about food can fill up and not have to
> > > worry about it for several hours of play. Of course, this still doesn't
> > > solve the basic problem, which is that diku/lp-style food is pretty
> > > boring no matter how little you have to do it, and as I always
> > > say I don't see much point to putting something in the game that doesn't
> > > add anything in particular.
> >
> > Or you can have both. For example, make it happen, but
> > off-camera. I.e. allow players to set up camps. With a single
> > command, player would unpack, eat, rest, pack, and they'd be able to
> > continue. Perhaps they might also be bothered while camping (that
> > could be checked) - but if no encounter occurs, there should be
> > no message and no delays.
>
> You then have problems keeping characters in the same time-frame. Say,
> for example Party_A camps for the night with no problems, and Party_B must
> actively control the nights events. Party_A sets out once again the next
> morning and passes the sight of Party_B's camp long before Party_B is
> finished with the prior nights activities. You then have Party_A
> observing a scene that hasn't been defined. With a 2.5 hour day, an
> 8-hour night would take 50 minutes, during which time the characters are
> unconscious and therefore the players would be forced to sit and wait
> until they regained control of their characters.
>
> There might be a way to resolve this problem by create non-linear
> time-scales(such as allowing the night to pass more quickly if there is
> nothing within range to affect the area where camp is made), but
> implimenting such a thing would prove quite difficult.
>
No, the best way, IMHO, to resolve this problem is to ignore it. If
the part happens to meet the other, they came to rescue - players will
usually rationalize this and may not even notice that something is
wrong.
I'm saying that subliminal inconsistances as well worth the increase
in immersion that game provides.
--
I refuse to use .sig
</PRE>
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<LI><STRONG><A NAME="00291" HREF="msg00291.html">Re: [MUD-Dev] A flamewar startingpoint.</A></STRONG>
<UL><LI><EM>From:</EM> Derrick Jones <gunther#online1,magnus1.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] A flamewar startingpoint.y</STRONG>, <EM>(continued)</EM>
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<ul compact>
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<ul compact>
<LI><strong><A NAME="00293" HREF="msg00293.html">Re: [MUD-Dev] A flamewar startingpoint.y</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 14 Nov 1997, 09:03 GMT
</LI>
<LI><strong><A NAME="00607" HREF="msg00607.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 10 Dec 1997, 01:01 GMT
</LI>
</ul>
<LI><strong><A NAME="00288" HREF="msg00288.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Thu 13 Nov 1997, 09:33 GMT
<UL>
<LI><strong><A NAME="00291" HREF="msg00291.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Fri 14 Nov 1997, 05:44 GMT
<UL>
<LI><strong><A NAME="00295" HREF="msg00295.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Fri 14 Nov 1997, 13:41 GMT
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<LI><strong><A NAME="00602" HREF="msg00602.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 09 Dec 1997, 23:40 GMT
<UL>
<LI><strong><A NAME="00825" HREF="msg00825.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 15 Dec 1997, 00:16 GMT
<UL>
<LI><strong><A NAME="00855" HREF="msg00855.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 18 Dec 1997, 08:36 GMT
<UL>
<LI><strong><A NAME="00878" HREF="msg00878.html">Re: [MUD-Dev] A flamewar startingpoint.</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 19 Dec 1997, 08:02 GMT
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