[MUD-Dev] PvP Systems
msew
msew at ev1.net
Wed Feb 21 00:10:52 CET 2001
At 15:46 01/31/2001 -0800, John Buehler wrote:
> This may come across as more complex than it is, but the question
> for those of you who waded through this long post is: do you see
> scenarios where this system is simply going to produce undesireable
> outcomes? Are there too many opportunities for players to get their
> settings wrong and have some terrible result? Will it be too
> complex for players to figure out how to get the effects that
> they're after? And so on.
> All constructive commentary is welcome.
possible problem with user determined flag system
group A vs group B
subset of A set flag of "no attack" on (ie all those nice AE spells
and pets and ability to attack is removed)
A and B fight
During the fight at key moments someone from the A subset moves to a
backstab position or a position where they can optimal damage from
an AE spell or some other vicious one time attack (ie Backstab) and
"enter the fray". B is powerless to attack these people even tho
they KNOW that that person is going to be attacking soon.
B fights and wins but is severely beat down.
A's remaining subset turns off flags and attacks B!!
A is fresh.
B gets crushed cept one lone guy.
B's lone survivor runs and runs and runs with the majority of A's
subset chasing.
B runs to his house!
A's subset comes into the house ready to kill!
B says: "sorry go away this is my property and I don't want
conflict!"
A's subset is booted out of the house.
adding various time limits and such can try and "fix" the above case
but time limits just make it a bit harder to exploit.
any system where the user can change his state from attackable to non
attackable is exploitable.
msew
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