[MUD-Dev] Re: Marion's Tailor Problem
Jynx {Wyrm / Tygr / Myth} Ryn
jynx_ryn at mindless.com
Wed Aug 19 00:03:50 CEST 1998
s001gmu at nova.wright.edu wrote:
> The problem with disallowing PKill/PSteal is that a lot of people on here
> are advocates of a more 'pure' simulation type game. They attempt to
> model reality first, and then build a game into that.
If you are really into realism, make killing permanant (ie, roll a new char
time.) and put a timer on the player killer. If the player killer killed the
player anywherenear a city, within the next week the cityguards would start
hunting him/her ( make the cityguards above average strength, to take care of
players), and sooner or later, BOOM, the player killer gets killed himself, and
HE has to roll a new char. That way, if the tailor doesn't want to get killed,
he/she could stay in a town ( where there is a STRONG deterent ). Better yet,
add in a little snippet of code that puts pkillers on a "wanted" board, where
other players can collect bounties for killing the pker, plus the bounty hunters
wouldn't get the pk timer. This effectively paints a large target on pkillers
along with hanging a sign on a baloon floating over their head reading "KILL ME!
PLEASE!" That chronic killer problem will stop PRETTY QUICKLY. Plus, you haven't
limited pk .... sorta ....
You see, you guys are all trying to mimick reality, and find that there are a
higher percentage of killers inyour gamethan there are in RL. That's because
there are natural deterents to killing in RL. As I said before, if you're going
for realism ....
Just a small solution to Marian's Tailor problem .....
- Jynx Ryn
- The Complex Man with the Simple Signiture
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