[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers

Marian Griffith gryphon at iaehv.nl
Sat Aug 22 21:37:08 CEST 1998


On Sat 22 Aug, Damion Schubert wrote:

> From: Brandon J. Rickman <ashes at pc4.zennet.com>

> >The second priority is basically to take the fun out of player combat.

> Pretty much, if any feature is not 'any fun', then my personal
> belief is that you shouldn't waste your time coding it.

Ah, but this is going to be quite effective. ;)

> Tangential note: on most MUDs, fighters aren't the problem.  At
> least my experience has found that mages and thieves tend
> to be the best (worst) player killers.  Do we take the fun out of
> these skills too? =)

On muds classes are not the problem.  It is certain players that are
the problem.  And then it is still a question of numbers,  as Bartle
pointed out. I do not entirely agree with the later but for the type
of game he described  you need a certain small number of  disruptive
characters to initiate activities. Only slightly too many though and
your whole social structure collapses in a bloodbath.

> >The easiest route to learning how to fight may well be by becoming a
> >tailor.  If a tailor suffers from attacks and extortion he would quickly
> >gain the resolve to fight back if he chose.  (But then there is more
> >potential for drama, for unexpected twists and character development.)

I am not sure Brandon said the above, I could not find it in his post

If a tailor suffers from attacks and extortion she has two options at
the moment. Quit playing or quit being a tailor. You seem to advocate
the second solution.  But of course  it is not a solution at all.  In
either case you end up with a game without tailors.

Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey





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