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<H1>Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</LI>
<LI><em>From</em>: Adam Wiggins <<A HREF="mailto:adam#angel,com">adam#angel,com</A>></LI>
<LI><em>Date</em>: Fri, 17 Sep 1999 16:45:24 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, 17 Sep 1999, Robin Cloutman wrote:
> > On Thu, 16 Sep 1999, Koster, Raph wrote:
> >> The end result during beta testing appears to be that all the spells
> >> suck, because all the combos were disseminated and now everyone has them.
> >> People value the standing of delivering a complete spell FAQ more than
> >> they value the ability to actually cast the spell.
>
> I'm trying to work out some way of doing a decent spell system, and this
> does seem good, but the beta testing shows that it doesn't work, therefore
> there needs to be something to stop people just "testing" all the
> combinations in order to find something that works, you say that there are
> set spells, and the spells lead to these, so it's not a basic set that you
> can play with (like micropose's old game "Legend"). How about if the char
> has never used the spell, then it can have catastrophic effects, such as
> random explosions, or some other effect (99% detrimental ;-P), but if they
> were actually taught the spell it would bypass this entirely, and if they
> learnt it from a scroll then it would only be a 5% chance of it going
> wrong. You could use skill tables (or whatever) so the pfile can remember
> what someone knows, and if they only have a 1% (or lower) chance of
> getting a spell to work through "spell research" then it's not going to be
> high on their priorities (especially if there's a 10% chance it will kill
> them, or a 5% chance all their stats will be exchanged, or ...). It will
> also mean that although the player may know ooc what are real spells and
> what are not, ic they can't take advantage of it... ;-)
It seems to me that you should be okay if your spell language has enough
variations. For example, let's say that you're using the normal alphabet;
each letter, A through Z, is a 'rune'. Strings of these runes together
(ranging from 3 to 10 characters in length) are spells. Even with only 3
characters, there are 17,576 combinations of spells possible. As soon as
you go up to, say, 7 characters, there are 8,031,810,176 combinations.
If it takes reasonably long to try a spell, say, one second, it would
take over 250 years to try all the combinations.
I would certainly go for nasty effects when you get a bad combination,
however. Adds a lot of spice to the game, and makes botting the task
difficult, if not impossible, if you want your character to actually
stay alive.
Adam
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MUD-Dev maillist - MUD-Dev#kanga,nu
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<li><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>
<ul compact><li><em>From:</em> Wes Connell <wconnell#adhesive,com></li></ul>
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<LI><STRONG><A NAME="00385" HREF="msg00385.html">[MUD-Dev] Re: The Best Guy on the Mud Thing</A></STRONG>
<UL><LI><EM>From:</EM> Robin Cloutman <rycochet#free4all,co.uk></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re[2]: [MUD-Dev] The Best Guy on the Mud Thing</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00518" HREF="msg00518.html">Re[2]: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 28 Sep 1999, 14:05 GMT
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<LI><strong><A NAME="00379" HREF="msg00379.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>,
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Fri 17 Sep 1999, 21:39 GMT
</LI>
</ul>
<LI><strong><A NAME="00365" HREF="msg00365.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>,
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Fri 17 Sep 1999, 17:49 GMT
</LI>
<LI><strong><A NAME="00385" HREF="msg00385.html">[MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>,
Robin Cloutman <a href="mailto:rycochet#free4all,co.uk">rycochet#free4all,co.uk</a>, Fri 17 Sep 1999, 21:20 GMT
<UL>
<LI><strong><A NAME="00394" HREF="msg00394.html">Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Sat 18 Sep 1999, 02:00 GMT
<UL>
<LI><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>,
Wes Connell <a href="mailto:wconnell#adhesive,com">wconnell#adhesive,com</a>, Mon 20 Sep 1999, 19:21 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00397" HREF="msg00397.html">Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>,
Laurel Fan <a href="mailto:lf25+@andrew.cmu.edu">lf25+@andrew.cmu.edu</a>, Sat 18 Sep 1999, 02:01 GMT
<UL>
<LI><strong><A NAME="00402" HREF="msg00402.html">Re: [MUD-Dev] Re: The Best Guy on the Mud Thing</A></strong>,
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Mon 20 Sep 1999, 01:21 GMT
</LI>
</UL>
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</UL>
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<LI><strong><A NAME="00382" HREF="msg00382.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>,
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Fri 17 Sep 1999, 22:17 GMT
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