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  Topic: Consumables in Combat
Kernal

Replies: 4
Views: 24199

PostForum: Design   Posted: Fri Sep 23, 2011 5:21 pm   Subject: Consumables in Combat
I share your wary view toward consumables for the following reason:

In any game in which mobs drop the consumables in question, the cost of these consumables is nearly zero. With zero cost, there' ...
  Topic: Consumables in Combat
Kernal

Replies: 4
Views: 24199

PostForum: Design   Posted: Mon Sep 19, 2011 9:17 pm   Subject: Consumables in Combat
In the MUDs I played when I played MUDs, I don't remember consumables being a useful or significant aspect of combats, with the possible exception of a few healing-type items.

It seems to me that ...
  Topic: Curvature of World Geometry
Kernal

Replies: 2
Views: 11983

PostForum: Design   Posted: Sun May 08, 2011 12:07 am   Subject: Curvature of World Geometry
Really a Klein Bottle would be more appropriate for a large 2-d world map :wink:
  Topic: Curvature of World Geometry
Kernal

Replies: 2
Views: 11983

PostForum: Design   Posted: Fri Apr 22, 2011 6:29 pm   Subject: Curvature of World Geometry
As far as I am aware, every MUD has either no formal geometry or exists in a flat geometry. While these are likely to be most convenient in terms of coding ease, it occurs to me that there are better ...
  Topic: Rewarding player loyalty without upseting game balance
Kernal

Replies: 3
Views: 10898

PostForum: Design   Posted: Fri Apr 22, 2011 5:40 pm   Subject: Rewarding player loyalty without upseting game balance
Have you considered convenience items?

For example, something akin to a bag of holding. Such an item wouldn't be likely to make the character more powerful (better at certain tasks perhaps, but t ...
  Topic: Distance-based descriptions
Kernal

Replies: 22
Views: 48020

PostForum: Design   Posted: Mon Nov 29, 2010 1:18 pm   Subject: Distance-based descriptions

I wonder if it might be preferable to have a sorted list of events somewhere, then smudge them into singular sense "objects" for the observer only. I.e., 10 events are happening in my ear ...
  Topic: Distance-based descriptions
Kernal

Replies: 22
Views: 48020

PostForum: Design   Posted: Sat Nov 20, 2010 3:02 am   Subject: Distance-based descriptions
I suppose that's the crux of the issue. I haven't come up with anything I'm convinced would work, but I can outline a rough scheme below. Unfortunately, special cases complicate everything.

Inc ...
  Topic: Distance-based descriptions
Kernal

Replies: 22
Views: 48020

PostForum: Design   Posted: Fri Nov 19, 2010 4:54 pm   Subject: Distance-based descriptions
I've been considering a continuous-noise system which has two rules (although assumes a reasonable grouping of events; ie classifying all sounds from the battle as being associated as one event; this ...
  Topic: Distance-based descriptions
Kernal

Replies: 22
Views: 48020

PostForum: Design   Posted: Fri Nov 19, 2010 5:27 am   Subject: Distance-based descriptions
Very nice Tonitrus, thanks for posting. I have been thinking about something similar for some time, but haven't gotten around to an implementation.

Do you include continuous events? For exampl ...
  Topic: How to reduce the value of multiple accounts?
Kernal

Replies: 7
Views: 16673

PostForum: Design   Posted: Tue Sep 14, 2010 5:22 pm   Subject: How to reduce the value of multiple accounts?
I hope your players don't discover proxy servers ^_^.

Cheers,
Kernal
  Topic: Player-generated content woes
Kernal

Replies: 38
Views: 70921

PostForum: Design   Posted: Fri Feb 19, 2010 10:49 pm   Subject: Player-generated content woes
Assuming that you want player-generated content at all levels, then having a few static bots using preset strategies probably won't work. The hard dungeons will all be 0; the lowbie dungeons will all ...
  Topic: gcc
Kernal

Replies: 2
Views: 7830

PostForum: Coding   Posted: Sat Dec 19, 2009 4:43 pm   Subject: gcc
Regarding updates:

If it aint' broke, don't fix it.

Though I find myself following...
If it aint' broke, fix it 'til it is.

-Kernal
  Topic: Random loot: Endless gameplay vs endless grind
Kernal

Replies: 6
Views: 18585

PostForum: Design   Posted: Tue May 19, 2009 7:45 pm   Subject: Random loot: Endless gameplay vs endless grind
if your catering to a over abundance of half worthless equip, it can do.

Any equipment worse than your current is at least half-worthless; so, I suspect every well-designed random loot mechanism i ...
  Topic: Medals as short-term goals
Kernal

Replies: 4
Views: 13157

PostForum: Design   Posted: Thu May 07, 2009 5:42 am   Subject: Medals as short-term goals
The clutter aspect seems easy enough to mitigate:

I see no particular reason for stating the dates for all ribbons ever earned at all times. Perhaps it would be nice to state the dates or reasons ...
  Topic: Ecology: what is needed?
Kernal

Replies: 18
Views: 36881

PostForum: Design   Posted: Wed Dec 17, 2008 5:36 pm   Subject: Ecology: what is needed?
In order to have grinding not be the standard mode of play, you need to fulfill one of three (that I can think of) criteria.

(1) Combat prowess isn't increased by grinding.

(2) Combat isn't ...
 
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