[MUD-Dev] Re: Interesting dilemma
Shawn Halpenny
malachai at iname.com
Mon May 3 14:53:17 CEST 1999
On Mon, May 03, 1999 at 01:38:57AM -0400, Peck, Matthew x96724c1 wrote:
[ illegal equipment is a problem - elided ]
> 2) Restrictions on equipment. I personally am against restricting
> equipment from players. It would have to be based on some arbitrary
> standard, and I dislike arbitrary rules based on the fact that it
> conflicts with immersion. Why shouldn't I be able to pick up the
> sword?
>
> 3) Restrictions on equipment stats. This is the road that I am
> starting to travel down. On our development port I've written code
> that will automatically generate stats for equipment. While billed
> as a time saver, it also serves to reduce equipment abilities to
> reasonable levels. The problem is that some equipment should just
> be better than anything else, and I want builders to be able to
> construct such items. But then refer back to
> # 1.
Simple idea:
Give your immortals a fuel guage of sorts. The greater a change they
try to make to auto-gen'd item stats, the more of their immortal-fuel
they use. This need not be restricted solely to modifying items, but
any immortal command that can affect the world.
Of course, you then need a system that governs the production of this
immortal-fuel.
> Another problem that I have is then confiscating these items. Is
> there any way to do it nicely? I have one immortal who has taken it
> upon himself to start clearing out these items. While I approve of
> the effort, the mud has suddenly taken a hostile turn. Morts seem
> to have gained a distrust for immortals. How can I heal this rift?
> No mud can survive with such conflict for long. The imms will win,
> only to find no players.
Done well, a balanced imm-fuel system should help alleviate this,
since such out-of-balance (OOB) items rarely come about in the first
place. Ideas for removing such items in the meantime:
- craft a few (hundred? whatever) mobiles who have a predilection for
collecting (and rendering useless) these OOB items. Let them prey on
people.
Hmm. While I said ideas, I realize now that the idea I gave could be
implemented in any number of ways to be interesting yet unobtrusive
and non-hostile. If your goal is to keep hostility down about culling
these items, you need to build this reaper-method into the fabric of
your world.
I know that as a player, I'd be happier (well, at least less likely to
complain about gross unfairness) if some mob clan known to collect
extremely magical/prized items had taken my sword than an imm who told me
"you can't have that, it's too powerful".
--
Shawn Halpenny | Maniacal at I Ache, Ohm | "Universal Danger!"
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