[DGD] Pet peeves for users in a MUD

Shentino shentino at gmail.com
Mon Apr 13 00:07:01 CEST 2009


On Sun, Apr 12, 2009 at 10:30 AM, Dread Quixadhal
<quixadhal at chartermi.net>wrote:

> BatMUD seemed to work around this problem fairly well.
>
> First, if you were in combat, you are still in combat for the resolution of
> the battle.  You just can't DO anything besides your auto-attack (IE:
> swiping your weapon at them every second or so).  So, if you dropped in a
> fight you were almost guarenteed to win, you'd still win.  If not, you'd
> probably die.  Either way, you couldn't loot the corpse unless you
> reconnected.
>
> Next, regardless of how you disconnected, your character stayed in the game
> for a short amount of time.  So, if you were near things that were
> aggressive, they had a chance to wander over and find you.  It was pretty
> short though, maybe 30 seconds?
>

This is sorta the idea I (and walraven) had with the whole adrenaline
concept.


> Once that time went by, your character was yanked out of the game world and
> put into the void/limbo/whatever.  If you reconnected before their server
> reset, you were put back into the room you dropped connection in.  If not,
> it worked like quitting in my game (I think).  Namely, you dropped anything
> on your person and would start back at your home location.  Their server
> reset every 23 hours (thus being fair to people in different time zones).
> If you rented out, then you got to keep all your stuff.
>

Apart from the technical aspect of what to do if the server doesn't reset
(perhaps a 24 hour timeout on player return?), this sounds like a good way
to go.


> I always liked that system, as it meant you could disconnect at a moment's
> notice with a low chance of being killed, but as long as you could get back
> online in a reasonable amount of time (IE: later that day), you didn't get
> brutalized for it.
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