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  Topic: selection of code base and license
JWideman

Replies: 10
Views: 26298

PostForum: Newbie   Posted: Wed Nov 01, 2006 8:21 pm   Subject: selection of code base and license
Thanks for the input. I've got lots of bandwidth, but only a single 1ghz chip on the machine that needs to be shared with other services, so I'll be sure to look closely to the min/max memory setting ...
  Topic: selection of code base and license
JWideman

Replies: 10
Views: 26298

PostForum: Newbie   Posted: Wed Nov 01, 2006 6:34 pm   Subject: Re: selection of code base and license
I work for an ISP, and I've got permission to install and operate a mud using (a very small amount) of company paid time.

I've got a background in java and perl programming, but I need something th ...
  Topic: Policing public channels
JWideman

Replies: 18
Views: 50413

PostForum: Administration   Posted: Mon Oct 30, 2006 4:32 pm   Subject: Policing public channels
I think an alternate channel where "anything goes" is the best of less than perfect solutions. From what I've seen, it works very well in practice.
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Mon Oct 30, 2006 4:26 pm   Subject: Death penalty options
Even on your own mud there is a penalty for death, as being sent all the way back home and then having to travel back to where you were is itself a penalty.

However it's not a penalty simply for th ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Sun Oct 29, 2006 11:21 pm   Subject: Death penalty options
The reason that death seems like a punishment is because it is. It's a way of telling players to be more careful. If nothing happened when they died, they'd just go on doing what it was that got them ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Sun Oct 29, 2006 6:58 am   Subject: Death penalty options
The reason that death seems like a punishment is because it is. It's a way of telling players to be more careful. If nothing happened when they died, they'd just go on doing what it was that got them ...
  Topic: Policing public channels
JWideman

Replies: 18
Views: 50413

PostForum: Administration   Posted: Thu Oct 26, 2006 11:21 pm   Subject: Re: Policing public channels
KaVir, I went with the "bad language is allowed on this channel" route and gave my other 2 Imms the ability to silence people who are warned and refuse to behave. It works well on my MUD, bu ...
  Topic: "Show, don't tell"
JWideman

Replies: 19
Views: 53300

PostForum: Building   Posted: Wed Oct 25, 2006 11:56 pm   Subject: "Show, don't tell"
Not necessarily. You can have alternate text appear if they don't "pass" whatever tests are involved to get extra detail, or hide said flavor text in extra looks, or simply just use the ide ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Wed Oct 25, 2006 5:33 pm   Subject: Death penalty options
Well, maybe I'm stretching here, but you could get a reputation as an idiot if you died too much. Mobs would make fun of you, bullies would pick on you.

Many of the options discussed on this threa ...
  Topic: "Show, don't tell"
JWideman

Replies: 19
Views: 53300

PostForum: Building   Posted: Wed Oct 25, 2006 5:17 pm   Subject: "Show, don't tell"
Even if you could make character's see from their perspective, I'm not sure this is desirable. I consider the room description as information for the player, not the character. Furthermore, to pick ou ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Wed Oct 25, 2006 3:04 am   Subject: Death penalty options
After talking it over with the owner, it looks like we're going to a levelless/classless system. In this case, what death penalties are available besides loss of xp or equipment?
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Tue Oct 24, 2006 5:39 pm   Subject: Death penalty options
The deleveling wouldn't affect anything in the end, because as soon as you raised your stats in the first place your hp would have gone up the proper amount even at the max level (e.g. if I was lvl 10 ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Tue Oct 24, 2006 4:10 pm   Subject: Death penalty options


What about hit points and such? Would they go down when you dropped level? If so, and they're not fixed, could someone keep lowering and raising their level to get a huge number of hitpoints? I ...
  Topic: Death penalty options
JWideman

Replies: 59
Views: 845175

PostForum: Design   Posted: Tue Oct 24, 2006 6:33 am   Subject: Death penalty options

To be honest I'd rather loose equipment than levels. Losing your equipment is indeed annoying, but losing levels would feel as if I'd just wasted the last X hours of playing time. A run of bad luc ...
  Topic: Active combat system?
JWideman

Replies: 15
Views: 28696

PostForum: Design   Posted: Mon Oct 23, 2006 7:58 am   Subject: Active combat system?
Hit points were never meant to directly represent health in the original D&D rules. They were rather a representation of what makes one man survive what you'd expect to be fatal: luck, training, a ...
 
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