[MUD-Dev] Re: WIRED: Kilers have more fun

J C Lawrence claw at under.engr.sgi.com
Wed Jul 1 11:30:35 CEST 1998


On Mon, 29 Jun 1998 20:04:38 -0700 
Richard Woolcock<KaVir at dial.pipex.com> wrote:

...Text on problems on creating safe areas via automatic guard actions 
deleted...

> Why not enable the guards to prevent teleporting?  This could be
> through something as simple as throwing a net over the target,
> although my mud uses various spells such as Web, Jail of Water, Arms
> of the Abyss, etc to hold people in place.

> You could even make the entire town anti-magic, although I imagine
> this would result in a lot of complaints ;)

You are forgetting a key point:

  Given a world with sufficient depth and richness, the number of ways 
to accomplish any given task rapidly approaches infinity.

Yes, you can set up the guards to prevent certain key behaviours and
activities, given them super-tracking abilities ala M59's revenants
and all the rest (Sellers can probably tell you all the very very
standardised and well publicised ways that exist in M59 to kill or
mislead revenants).  None of this prevents the players from figuring
out ways about and round whatever restrictions you attempt to put into
the code, and figure them out they will.

--
J C Lawrence                               Internet: claw at null.net
(Contractor)                               Internet: coder at ibm.net
---------(*)                     Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...




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