[MUD-Dev] Languages (slightly offtopic, was Text Parsing)
Matthew Mihaly
diablo at best.com
Fri Jun 4 14:07:45 CEST 1999
On Fri, 4 Jun 1999, Greg Miller wrote:
> Matthew Mihaly wrote:
> > If I might say so, without being offensive, I see a lot of tunnel vision
> > going on in this list, at least as regards combat. I blame stock muds
> > myself. The combat systems I've seen in every single stock mud I've
>
> Indeed, that was my reaction when I saw your posted description of the
> combat system. Just based on that description you seem to have a pretty
> good system under all that hype, but you also seem to pretty narrowly
> ignore any viable choices other than the ones you made. For example, you
> chose the heavy-handed approach of disallowing use of an item for a
> specific period of time rather simply reducing damage/healing numbers to
> slow down combat. Both approaches have advantages and disadvantages, but
> your simply wrote off the alternative approach as being wrong. Question:
> why are you on this mailing list, if that's your approach to design?
Because reducing the damage/healing numbers sucks. It means that someone
can just hit (as an example), their DRINK HEALTH button over and over as
quickly as possible in order to heal themselves to full essentially
instantly.
I'm on this list because it's the only place I've ever seen where there is
intelligent, high-minded discussion of muds. There's a little too much of
the coding side of things for me (mainly because I don't understand half
of it, not being much of a coder), but it's still a great list. I wrote
off the alternative approach you mentioned years ago. It's not as if I was
never exposed to it. It's also not WRONG. It is, however, wrong for the
type of combat system that Achaea is into.
--matt
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