[MUD-Dev] Spawning and quests (was Sony ban)
Paul Schwanz - Enterprise Services
Paul.Schwanz at east.sun.com
Wed Apr 12 16:50:04 CEST 2000
Jeff said:
> The way the dungeons are designed is equally frustrating: All fixed spawn
> locations, but with a level spread from Way Too Easy to Way Too Hard.
> Instead of exploring a dungeon from Top to Bottom, you walk in until you
> hit a spot beyond which you will die. Everything behind you is too easy.
> Everything ahead is too hard. So you squat and kill the same thing over
> and over. When you level up a couple times, then you can move to the next
> spot.
Regarding spawning, has anyone seriously considered or implemented a system
in which mobs only spawn where heroes are not present? Perhaps even an
algorithm which scans a region for "natural predators" to be used in
determining "reproduction" levels. This might even be a nice eco-system
experiment with populations sizes based on available food, shelter, etc. in
addition to predators. Maybe even a "monster food chain." Could be fun. :-)
> Static quests for generic items: Take the monk quest to get three putrid
> rib bones for a magic headband. Here's the quest: "Go camp the ruins
> until you have killed the same putrid skeletons over and over again, for
> about six hours." I kid you not, it literally takes that long. Not so bad
> though, because while you are parked there in the same spot for six hours
> (maybe with a cleric, who also needs to camp there for hours on end for one
> of their guild quests), you can kill three different KINDS of skeletons.
Yes...it seems that many developers confuse easily programmable activities
with fun activities. Is anyone really doing _epic_ quests? Why not? It
seems to me that Frodo's ring would be good fodder for such a quest. One
half of the world could try to prevent the other half from moving an object
from one corner of the map to another...it works for football. :-)
--Phinehas
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Paul E. Schwanz, II
Email: paul.schwanz at east.sun.com
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