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  Topic: Treasure maps
chaos

Replies: 4
Views: 14525

PostForum: Design   Posted: Thu Sep 09, 2010 3:30 am   Subject: Treasure maps
That's pretty brilliant; I love it. I don't suppose you'd share your entropy calculation algorithm?

You could address the scan-database issue, and maybe add some flavor, by fuzzing the map a littl ...
  Topic: How to reduce the value of multiple accounts?
chaos

Replies: 7
Views: 16248

PostForum: Design   Posted: Thu Sep 09, 2010 3:24 am   Subject: How to reduce the value of multiple accounts?
I would suggest creating minigames that are difficult to automate and improve the crafting process, or similarly improving it if players are online and appear to be socializing.

It's a question of ...
  Topic: The Language Barrier. How to code it realistically.
chaos

Replies: 13
Views: 19892

PostForum: Coding   Posted: Thu Mar 11, 2010 6:03 pm   Subject: The Language Barrier. How to code it realistically.
We use a hybrid approach. The main language obfuscation mechanism replaces uncomprehended words with nonsense words generated according to rules for the language. For example, a language might be co ...
  Topic: MUD blogs
chaos

Replies: 7
Views: 14388

PostForum: General (Mud Related)   Posted: Wed Jul 08, 2009 1:42 pm   Subject: MUD blogs
A number of our players, and a couple developers, have started up blogs recently:

http://gavadel.blogspot.com/
http://esmene1.blogspot.com/
http://comasblog.blogspot.com/
http://lsarc.blogspot.c ...
  Topic: Dealing with spambots
chaos

Replies: 1
Views: 8210

PostForum: Administration   Posted: Wed Jul 08, 2009 1:35 pm   Subject: Dealing with spambots
We have a simple 'flow control' mechanism on our channels that suppresses messages if someone exceeds 8 messages or 1000 characters within a space of 2 seconds. It isn't stealthy; it tells them their ...
  Topic: Potions and hoarding
chaos

Replies: 23
Views: 38835

PostForum: Design   Posted: Thu Mar 05, 2009 9:08 pm   Subject: Potions and hoarding
People didn't end up carrying fewer potions, they ended up carrying more potions Smile
Sure, because that's what you've incented with that design. You've added a mild attrition factor to potions; the w ...
  Topic: Potions and hoarding
chaos

Replies: 23
Views: 38835

PostForum: Design   Posted: Wed Mar 04, 2009 8:49 pm   Subject: Potions and hoarding
Also note my emphasis of your quoted text. A war hammer is a type of hammer specifically designed to be used in combat - a regular hammer wouldn't be suitable. Well, think of potions as "war bo ...
  Topic: Potions and hoarding
chaos

Replies: 23
Views: 38835

PostForum: Design   Posted: Tue Mar 03, 2009 10:43 pm   Subject: Potions and hoarding
Here's a simple question with extensive and maybe useful implications: why is it that, most often, a character can be knocked ten meters into a wall by a giant warhammer, and all the glass potion bott ...
  Topic: Dual-play
chaos

Replies: 5
Views: 7582

PostForum: Design   Posted: Wed Aug 27, 2008 2:39 pm   Subject: Dual-play
That actully seems like a separate cool idea -- multiple players playing one main character but in multiple bodies Very Happy.
Aristoi has multiple characters in one body. One character in multiple bodies w ...
  Topic: Dual-play
chaos

Replies: 5
Views: 7582

PostForum: Design   Posted: Thu Aug 21, 2008 5:54 am   Subject: Dual-play
That's interesting, and seems like a natural fit for things like vampire themes where there's another consciousness struggling for dominance. (A more obscure strong fit would be the setting of Walter ...
  Topic: Manual combat lag sensitivity
chaos

Replies: 8
Views: 9734

PostForum: Design   Posted: Sun Jul 06, 2008 9:56 pm   Subject: Manual combat lag sensitivity
So in the whole automated vs. manual combat thing, I've always been worried about combat that's manually actuated and rewards player skill and reaction time winding up disproportionately rewarding a g ...
  Topic: RSS XML feed?
chaos

Replies: 6
Views: 18654

PostForum: Meta   Posted: Thu Jun 26, 2008 3:33 pm   Subject: RSS XML feed?
Second that restoration of http://mudlab.org/forum/rss.php would be nice. Smile

Also of note, the actual forum pages include <link rel="alternate" type="application/rss+xml" h ...
  Topic: Ruling on character ownership
chaos

Replies: 8
Views: 15836

PostForum: Administration   Posted: Tue Jun 24, 2008 9:06 pm   Subject: Ruling on character ownership
Probably accomodated whoever I considered credible, if anyone (and spent the rest of my life listening to the other guy screaming 'FAVORITISM!'), and if I knew nothing about either of them, left the s ...
  Topic: Socials supported by mechanics
chaos

Replies: 4
Views: 14173

PostForum: Design   Posted: Mon Apr 21, 2008 2:11 pm   Subject: Socials supported by mechanics
I've re-executed a set of 'social' commands as variations on a generalized physical-contact commands. The list: bonk, bop, caress, cuddle, embrace, fondle, grope, hold, hug, kiss, lick, massag ...
  Topic: Thought Experiment: Cliche-free Game Design
chaos

Replies: 11
Views: 13080

PostForum: Design   Posted: Thu Dec 06, 2007 3:22 am   Subject: Thought Experiment: Cliche-free Game Design
Eco?

Description sounds remarkably like Spore. Both look more focused on controlling individual instances of the species than what I was pondering.
 
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