[MUD-Dev] Supporting RP+PG

Huibai ashen at pixi.com
Wed Jul 2 06:49:39 CEST 1997


[much snipping, pardon]

Matt C:>
:> problem of the former being as you say, "How hurt is 20%? 

I figure on using the graphic bar because, as well as a player can
read the bar (guessing 50%, for example), I imagine that's how 
well he knows his own body. 

Adam:
: For all practical purposes, 100% health is identical to 1% health.

Yeah, I've always hated that in standard hack'n'slash.  So, we
take care of the combat modifiers for health, just not so overtly.
The player will surely notice a big slowdown in combat performance
the lower his health bar goes.

Now, we use descriptive phrasing as far as "how's the other guy
doing?" when the player looks at a living.  If there's room for any
misinterpretation from that or no knowledge imparted on the level
of his combat ability, well that's the limitation on not knowing his
body as well as your own.

In passing, a friend mentioned to me the idea that a Mud might
be based on the axiom that players age as they progress.  The
amusing twist is that 'newbies' start out stronger than the old
pros, who have only experience to go by.  In other words, start
the player in the prime of the hero's life, instead of making him
build up to it.  The rest of his existence is trying not to slip too
fast into obscurity when he might as well just suicide the char.
Heh.
-John G.



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