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  Topic: Visitor-generated content
shasarak

Replies: 6
Views: 20186

PostForum: Design   Posted: Fri Jun 18, 2010 9:07 am   Subject: Visitor-generated content
Thus the caveat "If the tools are constrained enough that players can't abuse them".
Well, sure, but how do you actually achieve that? How do you avoid making the monsters no more interesti ...
  Topic: Visitor-generated content
shasarak

Replies: 6
Views: 20186

PostForum: Design   Posted: Tue Jun 15, 2010 8:59 am   Subject: Visitor-generated content
I foresee players endlessly connecting to the website with scripted browser-clients to create a never-ending series of easily-killable monsters for themselves.
  Topic: Design Notebook: themes
shasarak

Replies: 37
Views: 95268

PostForum: Design   Posted: Tue May 18, 2010 12:46 pm   Subject: Design Notebook: themes
In most MU* you have one religion, with several gods of differing degrees of good and evil, and players chosse to worship morgoth or the valar or whatever. Now, let's assume that there is a pletora of ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Sat Feb 20, 2010 8:57 am   Subject: Social Combat/Politics
That's not what Tonitrus described though - nor is it what he's proposing here. The idea isn't that players have no chance of resisting, it's that the outcome is determined by mechanics rather than c ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Fri Feb 19, 2010 4:44 pm   Subject: Social Combat/Politics
I still fail to see how this strips/reduces free will any more than combat systems already do
Consider the case you told us about earlier:

As an aside, in a recent table-top game with friends, my ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Thu Feb 18, 2010 10:18 am   Subject: Social Combat/Politics
Shasarak suggests some emotions and axis that I would be highly reluctant to have PvP Social Combat on: Lust/Repulsion, Anger/Affection, Confidence/Fear, Guilt/Comfort, Corruption/Purity. These are v ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Wed Feb 17, 2010 5:17 pm   Subject: Social Combat/Politics
I don't think anyone's going to be happy if this happens to their character, but people usually aren't too happy when they die in combat either, which is a frequent occurance in games.
I think you're ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Wed Feb 17, 2010 4:38 pm   Subject: Social Combat/Politics
Any time you provide a method for one character to hurt or influence another character without the second characters consent your game is going to be filled with griefers.
An excellent point.

One ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Mon Feb 15, 2010 10:48 pm   Subject: Social Combat/Politics
I finally got around to reading the longer posts in this thread in their entirety. Embarassed

Tonitrus, while this may well be an entirely false impression, I'm concerned that you may be putting the ...
  Topic: Social Combat/Politics
shasarak

Replies: 29
Views: 65568

PostForum: Design   Posted: Mon Feb 15, 2010 10:11 am   Subject: Social Combat/Politics
I actually designed a nice solution for the grinding problem, but I didn't write it down and have forgotten it. For now all I can think of is capping the adjustment any single action can have on any ...
  Topic: Player-generated content woes
shasarak

Replies: 38
Views: 79047

PostForum: Design   Posted: Fri Jan 22, 2010 3:14 pm   Subject: Player-generated content woes
So you don't discard anything until all votes have been cast? Okay, that makes sense. Smile
  Topic: Player-generated content woes
shasarak

Replies: 38
Views: 79047

PostForum: Design   Posted: Fri Jan 22, 2010 10:45 am   Subject: Player-generated content woes
A simple solution would be so that values that are too far from the average are discarded, in particular if someone gives a rating of 1/10 and the average is 7/10, then the vote is labeled as potentia ...
  Topic: Need feedback on design
shasarak

Replies: 9
Views: 21281

PostForum: Design   Posted: Wed Jan 20, 2010 9:40 am   Subject: Need feedback on design
I don't see the benefit to this. Even if you can tweak the percentage likelihood of any given type of attack happening, why would anyone ever not want it to be 100%?

For the element of surprise.
...
  Topic: Need feedback on design
shasarak

Replies: 9
Views: 21281

PostForum: Design   Posted: Tue Jan 19, 2010 6:01 pm   Subject: Need feedback on design
I may not be understanding this very well, but it seems like the system is a rather odd hybrid of of being in control and not in control. It might well make sense to have (for example) some kind of us ...
  Topic: Player-generated content woes
shasarak

Replies: 38
Views: 79047

PostForum: Design   Posted: Tue Jan 19, 2010 5:51 pm   Subject: Player-generated content woes
MECHFost, if you want to dynamically adjust dungeon-difficulty, then could this be done player-by-player, visit-by-vist? So, rather than a dungeon having a hard-coded ghoul at one particular point, it ...
 
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