[MUD-Dev] [ECOSYSTEMS] Fishing in the real world

Hans-Henrik Staerfeldt hhs at cbs.dtu.dk
Mon Nov 5 16:48:49 CET 2001


On Fri, 2 Nov 2001 Daniel.Harman at barclayscapital.com wrote:
>> -----Original Message-----
>> From: Adam Martin [mailto:ya_hoo_com at yahoo.com]
 
>> Although I would hope my point is obvious, I thought the clear
>> parallels with the problems (and some suggested solutions) of
>> MMOG ecosystems were interesting. Personally, within MMOGs I have
>> tended to prefer the "some breeding area which the creatures
>> breed in with one-way exits, or creature-only two-way exits
>> enabling them to flee from pursuers up until the point where
>> there are too many of them and they have to go out into the wide
>> world" approach. This is very similar to what is being suggested
>> with nature reserves (although of course that doesn't imply much
>> about its relative effectiveness as a MMOG solution, bearing in
>> mind how much more control programmers have over their world than
>> humans have in real life).
 
> Of course, this is mutually exclusive to having intelligent mobs,
> as what intelligent tribe of orcs is going to abandonen their
> invulnerable zone.
 
> Anyway as someone else pointed out, what the difference between
> actually modelling an area but not letting players in, and just
> spawning stuff at a point where conceptually you want the zone to
> exist. As far as I can see none.

Well, the difference is that the simple respawn approach does not
let the players affect the respawn frequency. The trick is to model
the respawn frequency correctly (or, rather convincingly) based on
the preassure (read kills) the players (or other simulated races)
make on the race.

> I'm fairly convinced that the pure modelling approach simply won't
> make a fun game. The scales would have to be obscene, and tracking
> through a forest for 12 hours and only seeing one animal probably
> isn't most people's cup of tea.

This is true, based on the choice that one 'location' of forrest
represent a realistic amount of area in your simulation. However you
may choose that it represents a much bigger area getting a higher
chance of being occupied by an animal.

However, you could (probably should) handle the 'nature preserves'
simply as pools with numbers of animals instead of 'real' areas.

Hans Henrik Stærfeldt   |    bombman at diku.dk    | work:  hhs at cbs.dtu.dk      |
Address:                |___  +45 40383492    __|__       +45 45252425     __|
DTU, Kemitorvet,        | Scientific programmer at Center for Biological     |
bygn 208, CBS.          |  Sequence Analysis, Technical University of Denmark|

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list