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  Topic: Consumables in Combat
Tyche

Replies: 4
Views: 28426

PostForum: Design   Posted: Sat Sep 24, 2011 8:29 pm   Subject: Consumables in Combat
If the consumable is dropped by mobiles, make it so the mobiles also have a variable chance of using the consumable themselves during a battle. That would make obtaining the consumable riskier.
  Topic: Help files, and help systems
Tyche

Replies: 15
Views: 53345

PostForum: Design   Posted: Sat Oct 23, 2010 12:05 pm   Subject: Re: Help files, and help systems
I'd put the help file system on something like a wiki and let anyone, staff or player, maintain it or expand it. Of course this assumes it's stored so the mud server can also access it in game. If y ...
  Topic: Dealing with unavailable commands
Tyche

Replies: 8
Views: 21968

PostForum: Design   Posted: Fri Oct 01, 2010 7:52 pm   Subject: Dealing with unavailable commands
One could generate shortest unique match tables to avoid the kill - kiss situation. And then k-ki would generate an ambiguous command message.
I'd prefer not to ever execute an ambiguous command ...
  Topic: what is taboo now days in mudding?
Tyche

Replies: 4
Views: 11687

PostForum: General (Mud Related)   Posted: Sat Sep 04, 2010 11:33 pm   Subject: what is taboo now days in mudding?

For example, you will find yourself getting ugly (virtual) looks if it becomes known in the wider MUD community that you advertise your game directly to other games' players -- i.e, on their forums ...
  Topic: Ecology: what is needed?
Tyche

Replies: 18
Views: 44274

PostForum: Design   Posted: Thu Dec 18, 2008 4:48 pm   Subject: Ecology: what is needed?

Grinding can be discouraged by decreasing gains from killing weak creatures and increasing gains from killing stronger creatures. In this way, slaughtering a tribe of goblins will be a waste of tim ...
  Topic: Noob Mudbuilder looking for a Head Start
Tyche

Replies: 12
Views: 26467

PostForum: Coding   Posted: Tue Oct 09, 2007 5:44 am   Subject: Noob Mudbuilder looking for a Head Start
Interesting, so Genesis is considered to be the more "official" version of LPMUD?
...
ColdC looks cool, basically a MUD that is kinda like MOO (programming-wise)?

Just to be clear " ...
  Topic: Noob Mudbuilder looking for a Head Start
Tyche

Replies: 12
Views: 26467

PostForum: Coding   Posted: Mon Oct 01, 2007 2:52 am   Subject: Noob Mudbuilder looking for a Head Start
You might want to take a look at ColdC/Genesis.

Ditto.

Or you might want to look at muds written in other HLLs.
Ruby and Python come to mind.
  Topic: effective hit rate
Tyche

Replies: 9
Views: 14306

PostForum: Design   Posted: Thu Sep 27, 2007 3:16 pm   Subject: Re: effective hit rate
Sure it's arbitrary. My assumption is a game like a Diku.
  Topic: effective hit rate
Tyche

Replies: 9
Views: 14306

PostForum: Design   Posted: Tue Sep 25, 2007 11:56 pm   Subject: Re: effective hit rate
Combat that lasts more than ten rounds starts to bore me, let alone 50+ rounds.
  Topic: Design Methodology
Tyche

Replies: 13
Views: 17762

PostForum: Design   Posted: Tue Sep 25, 2007 11:30 pm   Subject: Design Methodology

Found it mildly humorous that you find tearing out H&S death economy and the level paradigm as a minor change, but other than that it's an insightful post.

Are you talking about designing a g ...
  Topic: LOTR MMO ideas
Tyche

Replies: 2
Views: 7146

PostForum: Design   Posted: Wed Jul 11, 2007 4:18 am   Subject: Re: LOTR MMO ideas

I've always thought mob switching would be entertaining for players on a limited basis. Anyone seen this in a text mud?

Yes. And coincidently it's a Tolkein-based mud, Mirkwood http://mirkwoodmu ...
  Topic: Just need a bit of direction
Tyche

Replies: 2
Views: 11368

PostForum: Coding   Posted: Fri Jun 01, 2007 5:06 am   Subject: Re: Just need a bit of direction
The bigger security risk is the mud server itself.
  Topic: Death penalty options
Tyche

Replies: 59
Views: 812508

PostForum: Design   Posted: Mon Oct 30, 2006 4:41 am   Subject: Death penalty options
We've found that, because of the way people view risk, a small random chance of a penalty is comparably effective to the certainty of a penalty. (At risk of derailing the thread, that's the theory be ...
  Topic: Policing public channels
Tyche

Replies: 18
Views: 41854

PostForum: Administration   Posted: Sat Oct 28, 2006 8:54 pm   Subject: Policing public channels
It would seem to me that communication commands are the most important ones on a mud, even combat centric ones. Why don't you instruct newbie players on the use and purpose of the 'ignore' command u ...
  Topic: Asynchronous console input in C++
Tyche

Replies: 9
Views: 28168

PostForum: Coding   Posted: Sat Sep 16, 2006 10:32 pm   Subject: Asynchronous console input in C++
Instead of BOOST, one could also look at the ACE library (http://www.cs.wustl.edu/~schmidt/ACE-overview.html), but that isn't something I've used myself and I can't offer any concrete recommendations ...
 
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