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

Koster Koster
Fri Sep 4 10:15:33 CEST 1998


> -----Original Message-----
> From: quzah [mailto:quzah at geocities.com]
> Sent: Thursday, September 03, 1998 9:07 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: WIRED: Kilers have more fun 
> 
> 
> [Self made attribution line]:
> 
> On Thu, 3 Sep 1998, JC Lawrence <claw at under.engr.sgi.com> wrote:
> 
> 
> >On Mon, 27 Jul 1998 18:25:14 -0500 
> >Koster, Raph<rkoster at origin.ea.com> wrote:
> >
> >> On Legend we had a vampire who lived in a church in Victorian
> [Snip a bit about Legend's vampire...]
> >> A favorite sport was leading newbies from the inn to the door and
> >> saying, "Go on through, I'm right behind you!"

> Thinking about this a bit leads me to the next statement: Why 
> would you
> put this into a game if you didn't want people to sucker someone into
> said room? It's perfect for that.

Any ambush scenario is. Does that mean you discard all ambush scenarios
from your mud? They are extremely useful for numerous reasons. It's
worth noting that for a full year and a half, the vampire was also the
ultimate test of an advanced character's capability. The first day when
someone "soloed the vamp" was actually a day of great celebration on the
mud, it was broadcast live over the global channels, and the character
who did it has become a legend on the mud, and was even immortalized as
a mob in a "Hall of Legends" subsection of the mud. (Nowadays, the
achievement is commonplace, once the method was demonstrated, and the
vamp is no longer the icon of invincibility it once was. But the OOC
gift shop still sells vampy dolls :)

In other words, it was a case where something that was actually of
immense value to the mud was also exploited to the deteriment of the mud
by unscrupulous players. I'd argue that ALL your worst exploits are
going to be of highly desirable features. That's what makes them the
worst.

> I guess you could argue, why allow
> death if you don't want someone to get suckered into dying. 
> The banning
> I am not fond of, but I can see reason for it. However, wouldn't it be
> better to avoid the situation all together? The room is like adding
> death traps to muds. -- I am not fond of death traps, but admit, that
> traps indeed are fun. Especially if you are on the giving end.

It wasn't a death trap, as noted. Just a very very difficult
situation...


-Raph




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