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<H1>Re: [MUD-Dev]	Re: Introductions and descriptions</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]	Re: Introductions and descriptions</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Sat, 22 Nov 97 11:30:23 MST</LI>
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<PRE>
[Marian:]

:But in general I would like to see that players  who are (apparently) in
:a hurry should miss more detail as they run by. Perhaps this can be done
:through the speed with which you walk as well as with abilities?  If you
:choose to run you might make better speed, but all kinds of details will
:be lost, like that bridge that looks like it is waiting for an excuse to
:collapse.

I wonder if it would be feasible to just record a running average of the
time between commands entered by the player (multiple commands on one
input line, or from an alias or macro would count as "very close in time").
Make the amount of detail proportional to that time. Perhaps the scaling
could be on a per-character basis, thus allowing for differences in
typing and reading speed. If the system knows that commands are from one
input line or a macro, etc., then it might just turn detail completely
off for those commands.

The net result could be ideal: a character quickly moving through known
territory would get little detail. A character slowly exploring a new
area, and actually reading the descriptions, would get more detail. There
*would* be detail-level errors due to things like net lag and RL breaks,
but if the system were documented, people might be happy with it.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Affecting the world</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00391" HREF="msg00391.html">Re: [MUD-Dev] Affecting the world</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Mon 24 Nov 1997, 06:43 GMT
</LI>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] Affecting the world</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:01 GMT
<UL>
<LI><strong><A NAME="00875" HREF="msg00875.html">Re: [MUD-Dev] Affecting the world</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 19 Dec 1997, 06:24 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00367" HREF="msg00367.html">more requests</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 23 Nov 1997, 16:03 GMT
<LI><strong><A NAME="00358" HREF="msg00358.html">Re: [MUD-Dev]	Re: Introductions and descriptions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 22 Nov 1997, 20:16 GMT
<LI><strong><A NAME="00334" HREF="msg00334.html">Re: [MUD-Dev] A flamewar startingpoint.)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 21 Nov 1997, 15:56 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00347" HREF="msg00347.html">Re: [MUD-Dev] A flamewar startingpoint.)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 22 Nov 1997, 07:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00325" HREF="msg00325.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 20 Nov 1997, 09:51 GMT
<UL>
<LI><strong><A NAME="00355" HREF="msg00355.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 22 Nov 1997, 16:39 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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