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  Topic: Favorite Unintended Gameplay
Deadsoul

Replies: 14
Views: 128719

PostForum: Design   Posted: Wed Apr 03, 2013 11:20 am   Subject: Favorite Unintended Gameplay
good quote that is.

1st and 2nd year UO had a dynamic that I have never seen in any other game. eve almost has it - almost.
  Topic: Generic Universal MUD GUI
Deadsoul

Replies: 14
Views: 35388

PostForum: Design   Posted: Fri Mar 25, 2011 11:32 am   Subject: Generic Universal MUD GUI
Apparently I am a Luddite. Sad
  Topic: Generic Universal MUD GUI
Deadsoul

Replies: 14
Views: 35388

PostForum: Design   Posted: Thu Mar 17, 2011 12:54 pm   Subject: Generic Universal MUD GUI
energy bars can be done internally in comm.c to work even in plain telnet with no mdsb.

I am torn on the map issue.

a mud wouldn't really have a good working map.

how ever a good game would ...
  Topic: It looked good on paper!
Deadsoul

Replies: 15
Views: 68937

PostForum: Design   Posted: Thu Feb 24, 2011 1:02 pm   Subject: It looked good on paper!

I think "most important stat" is the flaw here, race/class combinations are just a victim of it.
  Topic: It looked good on paper!
Deadsoul

Replies: 15
Views: 68937

PostForum: Design   Posted: Tue Feb 22, 2011 5:21 am   Subject: It looked good on paper!
#10 is mainly a way to augment the paper rock dynamite effect between classes and races.

the problem lies in how to you distinguish between them.

ogre mages and orc mages having the same spell ...
  Topic: Spaceships, sky-ships and sea-ships
Deadsoul

Replies: 13
Views: 25045

PostForum: Design   Posted: Fri Jan 14, 2011 1:29 pm   Subject: Spaceships, sky-ships and sea-ships
yeah the fading point between text and graphics is slowly fading, mainly because what we want to do is getting harder and harder to emulate with text (at least what I would like to do).

im person ...
  Topic: Favorite Unintended Gameplay
Deadsoul

Replies: 14
Views: 128719

PostForum: Design   Posted: Sat Jan 08, 2011 12:36 pm   Subject: Favorite Unintended Gameplay
I just stumbled across a rather interesting article by Raph Koster, and it reminded me of this old thread:

How UO rares were born

"Amaranthar in the comment thread on the last post referred ...
  Topic: Help files, and help systems
Deadsoul

Replies: 15
Views: 44812

PostForum: Design   Posted: Thu Oct 21, 2010 3:05 pm   Subject: Help files, and help systems
ive been trying to pulse help files through damage statements in order to relay real time help functioning. haven't had much luck with it yet, but, since the help file parses through the character, i ...
  Topic: Dealing with unavailable commands
Deadsoul

Replies: 8
Views: 18079

PostForum: Design   Posted: Thu Sep 30, 2010 12:21 pm   Subject: Dealing with unavailable commands
that is a sure sign of a bored coder who has no choice but to nit pick command availability.
  Topic: subject for the blind debate...
Deadsoul

Replies: 2
Views: 6906

PostForum: General (Mud Related)   Posted: Sat Sep 11, 2010 1:05 pm   Subject: subject for the blind debate...
thanks.
  Topic: subject for the blind debate...
Deadsoul

Replies: 2
Views: 6906

PostForum: General (Mud Related)   Posted: Sat Sep 11, 2010 10:45 am   Subject: subject for the blind debate...
I realize im an old and out of date mudder. I literally have been away for a long time, and am now back in the thick of things, and I realize I dont know what is hip in terms of mud stuff. If anythi ...
  Topic: what is taboo now days in mudding?
Deadsoul

Replies: 4
Views: 9220

PostForum: General (Mud Related)   Posted: Sun Aug 29, 2010 10:33 pm   Subject: what is taboo now days in mudding?
Question Question

what should be considered taboo, is or isnt.

how did this change us as gamers and mudders and coders.
  Topic: Design Complexity vs. Behavioral Complexity
Deadsoul

Replies: 2
Views: 24281

PostForum: Articles   Posted: Mon Aug 23, 2010 2:44 pm   Subject: Design Complexity vs. Behavioral Complexity
Fairly depressing topic, but one that I agree with.

Industrialized gaming, what we are force fed now days to be gaming, at least that's what I call it. Gaming is a ritual without a ritual now da ...
  Topic: Levelling: a psychological urge?
Deadsoul

Replies: 6
Views: 15813

PostForum: General (Mud Related)   Posted: Sat Aug 21, 2010 9:12 pm   Subject: Levelling: a psychological urge?
Splork.
are you trying to convince us our yourself there buddy?

I like that theory of fun article.

predictability in gaming is a sad fate. one that every game suffers from.

I try to avoid i ...
  Topic: How to reduce the value of multiple accounts?
Deadsoul

Replies: 7
Views: 16861

PostForum: Design   Posted: Sat Jul 31, 2010 7:23 pm   Subject: How to reduce the value of multiple accounts?
your violating your own system.

the idea for an account system is one person per account to reduce on bloating and ease track-ability.

if you know people are using multiple accounts per pers ...
 
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