[MUD-Dev] The grass is always greener in the other field
J C Lawrence
claw at kanga.nu
Wed Dec 15 20:17:32 CET 1999
On Fri, 26 Nov 1999 15:51:16 -0500
Jon A Lambert <jlsysinc at ix.netcom.com> wrote:
>> From: pluto151t at aol.com (Pluto151t)
>>
>> People who hoard items don't affect you at all. Maybe backup
>> times take longer, but if they had not had 5th grade programmers
>> when they created the game, this would NOT have been an issue.
>>
>> When you spend $50-60 on the game, and $10 a month to PLAY the
>> game, you should beable to hoard items if that is what you
>> ENJOY... I hoarded items when I played. I enjoyed going to a
>> dungeon, fighting dragons, hoarding loot. I didn't pk, I didn't
>> steal from people, I didn't loot corpses.. I enjoyed collecting
>> items. As much as I hate to admit it, Raph Koster was MUCH better
>> for UO than the new guy.
> This is interesting because it is how I often attempted to play
> the questy-style HnS games.
Quite. The problem with most attempted solutions for the hoarder is
that they are out-of-game (eg rent) and are therefore not
susceptible to -in-game amnipulation. UOL is rather unusual this
regard in placing them in-game (houses) which raises the possibility
(guarantee in UOL's case) of other's being able to discover/raid the
stash. Its rather sad that UOL's limited world size and population
density simply prevent hiding of objects in obscure locations.
Storage locations would seem to cover:
-- production (for created/dug/tertiary_effect locations)
-- identification (initially, and in attempting to locate other's)
-- manipulation (access, constraints, methods, limits, transport,
special features)
-- destruction (which can be part oc manipulation/access in the
case of breaking the lock, or simple destruction in the case of
an open case mine in the area of a buried object)
Its something that's hardly been looked at that I can see, and
varely rarely to ever with any imagination. 'Tis a shame. There
are more than enough interesting storage objects in SF&F to make the
field rich for copying.
> Is anybody running or planning on an adventure game that allows
> characters all sorts of options in hiding their loot? Like
> vaults, treasure chests, buried, pirate ships, etc.
Magic sacks that are really teleport objects to remote storage
locations, mag-lev cannons that place objects into recoverable low
orbits, invisibility, shrinkage (consider the case of the wizard
with the magic pebbles related earlier), distraction (no-one really
*wants* to see it), misdirection (looks like something else but
isn't) -- the field is constrained only by how much you reveal to
the subject player.
--
J C Lawrence Home: claw at kanga.nu
----------(*) Other: coder at kanga.nu
--=| A man is as sane as he is dangerous to his environment |=--
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