[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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