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  Topic: Formal balancing of xp gain rates

Replies: 16
Views: 22695

PostForum: Design   Posted: Thu Apr 12, 2007 2:47 pm   Subject: Formal balancing of xp gain rates
If a player is significantly superior to a mob, then perhaps that mob ought to just flee the fight. There'll be exceptions, like a rabid dog or mobs with little concern over self-preservation.

If ...
  Topic: Perspective

Replies: 8
Views: 13168

PostForum: Design   Posted: Mon Feb 05, 2007 4:09 pm   Subject: Perspective
Perhaps second person is more immediately immersive, but the obvious point is to think of all the novels written in third person and how they can suck you into the story.
You might be immersed in the ...
  Topic: Active combat system?

Replies: 15
Views: 23371

PostForum: Design   Posted: Mon Feb 05, 2007 12:57 am   Subject: Active combat system?
So tonight I completed the infrastructure to support multi-state commands like discussed earlier in this thread. Here's an example run using lightning and fireball skills...

Resolving host for ...
  Topic: Implementing Mob Memory

Replies: 2
Views: 7474

PostForum: Design   Posted: Wed Jan 31, 2007 6:02 pm   Subject: Implementing Mob Memory
Google "Behavior Based Robotics", and you'll find a wealth of information on modeling intelligence through a hierarchy of simple behaviors driven by external stimulus.

This is a simpler a ...
  Topic: Active combat system?

Replies: 15
Views: 23371

PostForum: Design   Posted: Sat Jan 13, 2007 12:06 pm   Subject: Active combat system?
"Weapon users, unlike casters, don't babble for a few seconds then release a projectile that then flies in a linear direction while the caster moves on to the next spell or whatever."

I w ...
  Topic: Active combat system?

Replies: 15
Views: 23371

PostForum: Design   Posted: Tue Oct 03, 2006 6:24 pm   Subject: Active combat system?
You get the same sort of affect from the action points approach. Say a basic sword thrust requires 3 seconds to execute and costs 100 action points, and you're earning 20 action points per second - t ...
  Topic: Active combat system?

Replies: 15
Views: 23371

PostForum: Design   Posted: Sun Oct 01, 2006 4:51 pm   Subject: Active combat system?
An approach I'm playing with uses what I call melee points. Your character has some max amount of these based on some physical attributes, and they regenerate over time at a rate that is also depende ...
  Topic: Instancing vs multi-player virtual world

Replies: 4
Views: 13434

PostForum: General (Mud Related)   Posted: Sat Sep 30, 2006 11:00 pm   Subject: Instancing vs multi-player virtual world
Personally, I *love* the instanced approach used in Guild Wars (so much so that I've adopted it in the server I work on as a hobby).

The reason I like it is because I can spend my online time (whic ...
  Topic: Persistence

Replies: 7
Views: 14921

PostForum: Design   Posted: Tue May 02, 2006 6:17 pm   Subject: Persistence
I had a hard time thinking of pro's as well and am wondering if persistent worlds are more suited to MUDs where the players are able to affect said world more than just slaying the inhabitants and lea ...
  Topic: Persistence

Replies: 7
Views: 14921

PostForum: Design   Posted: Tue May 02, 2006 1:09 pm   Subject: Persistence
I'm curious as to whether there are any MUD servers that sport a truly persistent world?

By "persistent", I'm talking about finding a dusty corner of the MUD world, dropping/burying an it ...
  Topic: Staff hierarchies

Replies: 54
Views: 120571

PostForum: Administration   Posted: Tue May 02, 2006 12:36 pm   Subject: Staff hierarchies
It seems to make more sense to go with groups that give access to different commands and grant groups to staff who want to participate in that activity.

You can apply this permissions approach to y ...
  Topic: STL assign

Replies: 3
Views: 13454

PostForum: Coding   Posted: Wed Apr 19, 2006 5:44 pm   Subject: Re: STL assign
According to the documentation I have, string::assign() takes string::size_type arguments, not string::iterator or string::const_iterator arguments. So your assign() options for s2 to s1 are...

s1. ...
  Topic: Cycling quests

Replies: 9
Views: 18448

PostForum: Design   Posted: Thu Jan 19, 2006 5:03 pm   Subject: Cycling quests
I don't think cycling quests resolves the underlying problem of players becoming bored over time. This can only be resolved by periodically adding new content.

Cycling simply limits the currently ...
  Topic: The repetitiveness of Muds

Replies: 10
Views: 13554

PostForum: Design   Posted: Wed Dec 21, 2005 2:00 pm   Subject: The repetitiveness of Muds
An engaging storyline with relevant objectives and quests that make my character inclusive in said storyline is what really does it for me.

I think you've nailed it on the head though. With a good ...
  Topic: Cathyle Project Website

Replies: 5
Views: 15166

PostForum: General (Mud Related)   Posted: Fri Dec 16, 2005 5:58 pm   Subject: Cathyle Project Website
Brian Lindahl
Development Director
The Cathyle Project

Off topic here, but your WWW link doesn't work (at least for me) and I was curious to learn more.
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