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<H1>Re: [MUD-Dev] Introductions and</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] Introductions and</LI>
<LI><em>From</em>: Stephen Zepp <<A HREF="mailto:zoran#enid,com">zoran#enid,com</A>></LI>
<LI><em>Date</em>: Sat, 13 Dec 1997 19:54:01 -0600</LI>
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<PRE>
Richard Woolcock wrote:
>
> Adam Wiggins wrote:
> >
> > [Stephen Zepp:]
> > > I am wondering about the inconviencience of walking into a store and
> > > seeing 20 different sword descriptions, 100 pieces of armor, and 35
> > > types of helmets...NONE with names until I "name" them...don't get me
> > > wrong, I like the idea, but ( I may have missed it ), couldn't _most_
> > > text style interaction have some sort of "auto-naming" convention to
> > > keep you from having to name 150 objects in a room that you may never
> > > see again?
> >
> > You're confusing 'name' with description. The situation you describe
> > should look like so:
> >
> > ] n
> > You enter Arms 'R' Us.
> > This is a large, bare room. On one wall are mounted quite a few different
> > swords. On another wall there is a myriad of armor. On a third wall are
> > several dozen helmets.
> > Bubba the shopkeeper is standing here.
> > ] look swords
> > There seem to be around 20 different swords. Most of them are typical
> > longswords, but you notice two particularly rusty swords, three short-swords,
> > two claymores, and a rapier.
> > ] get short
> > You get a shortsword from the wall.
> > Bubba says, 'That's an excellent weapon for any use. Sold to me by an older
> > hobbit fellow younger today, he said it served him quite well.'
> > ] examine short
> > You take a close look at the shortsword.
> > It weighs around six stones. The blade is about three handsbreath long.
> > The hilt is wrapped in leather. Delicate paterns are etched into the
> > well-worn blade. It could use some sharpening.
> > ]
> > Bubba says, 'Only fifty coppers for that fine item.'
> > ] name sword Sting
> > You will now call the shortsword 'Sting'.
> > ] l in purse
> > You have three copper pieces.
> > ] doh
> > ] return short
> > You return the shortsword to its spot on the wall.
>
> Out of interest, shouldn't that be "You return Sting to its spot on the wall"?
> That is what my code would do, if I wrote object-recognition in the same
> way as I have written player-recognition. It would also prevent me typing
> 'return short' - I would have to type 'return sting' (although if I do ever
> decide to code object-recognition, I might well change that part of the code
> for objects).
>
> > Bubba says, 'You'll regret giving up such a bargain, my friend..'
> > ] l
> > This is a large, bare room. On one wall are mounted quite a few different
> > swords, one of which you recognize as the shortsword Sting. On another
> > wall there is a myriad of armor. On a third wall are several dozen helmets.
>
> I was thinking of doing something similar for groups of people - something like:
>
> "You see a large crowd of people, three of which you recognise as Bubba, Boffo
> and Biffo."
>
> The problem I can see is - if the crowd is really big, would I actually be ABLE
> to recognise everyone (or even anyone)? What if you barely know them? Could
> a thief (as in someone who had just robbed you, rather than thief class) hide
> in a crowd to escape the authorities? Maybe you should have to push through a
> crowd in order to find someone?
>
> Just food for thought.
>
> KaVir.
make the recognition just a check against vision ( perception stat ) and how well you know them?
Z</PRE>
<PRE>
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<li><strong><A NAME="00808" HREF="msg00808.html">Re: [MUD-Dev] Introductions and</A></strong>
<ul compact><li><em>From:</em> Richard Woolcock <KaVir#dial,pipex.com></li></ul>
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<LI><STRONG><A NAME="00801" HREF="msg00801.html">Re: [MUD-Dev] Introductions and</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins <nightfall#user2,inficad.com></LI></UL></LI>
<LI><STRONG><A NAME="00803" HREF="msg00803.html">Re: [MUD-Dev] Introductions and</A></STRONG>
<UL><LI><EM>From:</EM> Richard Woolcock <KaVir#dial,pipex.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Introductions and</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00821" HREF="msg00821.html">Re: [MUD-Dev] Introductions and</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 14 Dec 1997, 22:52 GMT
</LI>
</ul>
<LI><strong><A NAME="00758" HREF="msg00758.html">Re: [MUD-Dev] Introductions and</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Fri 12 Dec 1997, 23:41 GMT
<UL>
<LI><strong><A NAME="00801" HREF="msg00801.html">Re: [MUD-Dev] Introductions and</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 13 Dec 1997, 23:18 GMT
<UL>
<LI><strong><A NAME="00803" HREF="msg00803.html">Re: [MUD-Dev] Introductions and</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 14 Dec 1997, 00:34 GMT
<UL>
<LI><strong><A NAME="00807" HREF="msg00807.html">Re: [MUD-Dev] Introductions and</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Sun 14 Dec 1997, 01:47 GMT
<UL>
<LI><strong><A NAME="00808" HREF="msg00808.html">Re: [MUD-Dev] Introductions and</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 14 Dec 1997, 02:42 GMT
<UL>
<LI><strong><A NAME="00809" HREF="msg00809.html">Re: [MUD-Dev] Introductions and</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Sun 14 Dec 1997, 03:16 GMT
</LI>
<LI><strong><A NAME="00813" HREF="msg00813.html">Re: [MUD-Dev] Introductions and</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 14 Dec 1997, 12:20 GMT
<LI><strong><A NAME="00833" HREF="msg00833.html">Crowds and Recognition (Was: Introductions and )</A></strong>,
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Mon 15 Dec 1997, 03:48 GMT
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