[MUD-Dev] The grass is always greener in the other field

Matthew Mihaly diablo at best.com
Sat Dec 18 13:28:22 CET 1999


On Sat, 18 Dec 1999, Petri Virkkula wrote:

> >>>>> "JCLawrence" == J C Lawrence <claw at cp.net> writes:
> 
> JCLawrence> Locked doors on houses were fine with percentage chances
> JCLawrence> at picking the lock -- until someone noticed that even a
> JCLawrence> 0.0001% chance requaled a ~100% given a pick-lock macro
> JCLawrence> playing endlessly.
> 
> 	In BatMUD safe containers are locked with a three number
> 	combo. You don't need to have a lock picking skill to try to set
> 	the correct combo, but instead the lock picking skill might
> 	prevent the lock getting too hot (a wrong combo makes the lock
> 	first too hot to be operated and later breaks it, a broken
> 	lock eventually fixes itself after certain period of
> 	time). That makes macros basically unusable.
> 

I haven't played BatMUD for many years, but I recall that you also had
trapped locks that would hit you with a poisoned needle if you put in the
incorrect combination.
--matt




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