[MUD-Dev] Logical MUD Areas

Hulbert Hulbert
Fri May 4 10:02:28 CEST 2001


> From: Andrew McLaren [mailto:mclaren at wghs.co.za]
> Wednesday, May 02, 2001, 12:01:01 PM, Lynx wrote:
 
>> I was wondering what thoughts the others on this list had as far as
>> making areas and quests logical in that players can do them > more
>> than once without it being absurd. (for instance, the ever repoping
>> king that people kill for his sword, etc.)
 
> In my world, evil beings spawn their progeny. So the progeny make up
> the mobs of the world, and it is believable that they are created
> magically ("regrow"). If the evil being (boss?) in an area is killed
> then regrowth in that area stops. To keep the mud moving, bosses do
> repop in the traditional sense, but not very often. Once the boss
> has repopped, the area will begin to regrow mobs until the boss is
> killed again.
 
A nice addition to this approach is to add the posibility of one of
the "grown" mobs gaining the ability to become a boss.  That way, if
you leave one alive, the are regrows faster than if you kill the boss
AND all his minions.
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