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  Topic: Ecology: what is needed?
Maraz

Replies: 18
Views: 47288

PostForum: Design   Posted: Fri May 29, 2009 6:53 pm   Subject: Ecology: what is needed?
I agree completely. I think it would only make an ecology more robust, it wouldn't solve the underlying problems of players purposely manipulating/vandalising the ecology.

But if the aim is to use ...
  Topic: Ecology: what is needed?
Maraz

Replies: 18
Views: 47288

PostForum: Design   Posted: Thu May 28, 2009 12:33 am   Subject: Ecology: what is needed?
I like the idea of players protecting the ecology but if you found that this didn't work perhaps you could use NPCs.

If it were boars that were over killed, then NPC characters would appear who wer ...
  Topic: "Show, don't tell"
Maraz

Replies: 19
Views: 48265

PostForum: Building   Posted: Wed Oct 25, 2006 9:47 am   Subject: "Show, don't tell"
Maraz I know you mean this in the context of most DIKUs. And there are many great descriptions and areas in DIKUs and similar muds. But of course a description can be custom written to your character. ...
  Topic: "Show, don't tell"
Maraz

Replies: 19
Views: 48265

PostForum: Building   Posted: Mon Sep 04, 2006 6:32 pm   Subject: "Show, don't tell"
Personally I prefer descriptions that use words like "beautiful" or "intricate" or even something that implies how your character should feel ("the terrifying statue"). O ...
  Topic: Strategies and Patterns: What roads would any dare to tread?
Maraz

Replies: 25
Views: 48196

PostForum: General (Mud Related)   Posted: Tue Oct 18, 2005 2:42 pm   Subject: Strategies and Patterns: What roads would any dare to tread?
Interesting - I would consider familiarity to be one of the most important points. For me it was originality that I would be less sure about.

For me I like a familiar world, I'd be most likely to p ...
  Topic: Minimalistic building
Maraz

Replies: 16
Views: 40026

PostForum: Building   Posted: Tue Jun 14, 2005 8:27 pm   Subject: Minimalistic building
Can less be sometimes more?

I think that having quite short room descriptions if well written could indeed create a better effect than long descriptions. So I'd have to say yes to that. Less can de ...
  Topic: Death penalty options
Maraz

Replies: 59
Views: 832575

PostForum: Design   Posted: Fri Jun 10, 2005 10:18 am   Subject: Death penalty options
What if they had a state-of-the-art genetically and chemically enhanced body? Would they get unlimited replacements, or would they just get a 'standard' version of that body when they died?

Good p ...
  Topic: Death penalty options
Maraz

Replies: 59
Views: 832575

PostForum: Design   Posted: Fri Jun 10, 2005 9:42 am   Subject: Death penalty options
I'd considered a similar system for a sci-fi setting to the one KaVir describes. Players would be able to download their memories and experiences and if they were killed their entire memory would be d ...
  Topic: Sexist game-world balance
Maraz

Replies: 79
Views: 145803

PostForum: Design   Posted: Wed Jun 01, 2005 10:06 am   Subject: Sexist game-world balance
I think that any system you create has to be balanced in game terms, unless you want to discourage people from playing a certain sex. This creates a problem if your MUD is purely combat based, because ...
  Topic: Alternate stat methods
Maraz

Replies: 22
Views: 27482

PostForum: Design   Posted: Tue May 31, 2005 12:11 am   Subject: Alternate stat methods
In regards to the death spiral problem what you might consider is some kind of ability that allows players to draw on a reserve of strength when they are severly wounded - either giving them the rush ...
  Topic: Automated RP rewards
Maraz

Replies: 10
Views: 23659

PostForum: Roleplay   Posted: Sat May 28, 2005 8:48 pm   Subject: Automated RP rewards
I don't think that rewarding emote commands or say commands is a particularly good way of either encouraging good roleplay or rewarding it. There is no way that the game could determain the quality of ...
  Topic: Compass directions
Maraz

Replies: 14
Views: 18337

PostForum: Design   Posted: Fri May 20, 2005 8:38 pm   Subject: Compass directions
I think that that system described by Jaruzel would be my favourite, with a single letter short form to make movement quicker. Personally I would use the compass points for "outside" locations, like f ...
  Topic: Favorite RP Atmosphere
Maraz

Replies: 3
Views: 17482

PostForum: Roleplay   Posted: Thu May 19, 2005 2:18 pm   Subject: Favorite RP Atmosphere
I couldn't agree more on the mercenary thing! I love playing a mercenary character, I'm not sure quite what it is, but I find mercenary roleplay huge fun and my main character is a typical mercenary b ...
 
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