[MUD-Dev] Re: after the plague: mud report

quzah quzah at geocities.com
Sat Aug 8 02:22:36 CEST 1998


-----Original Message-----
From: S. Patrick Gallaty <choke at sirius.com>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Cc: Laszlo Toth <bgp at cs.elte.hu>
Date: Friday, August 07, 1998 12:00 PM
Subject: [MUD-Dev] after the plague: mud report


>Well, someone here referred me to "After the Plague" at atp.deltav.hu port
3000,

[snip]
>The most interesting thing there is their 'party' system, where players
>(and monsters) can put themselves into 'front' and 'back' ranks so that
>fighters defend and mages/archers/thieves can throw spells and knives and
>whatnot from the back rank.  I've escorted people who were in danger
>of being pkilled and bodyguarded them by being in the front rank in their
>'party.'
>It's an excellent mechanic, and I am surprised I haven't seen it elsewhere
>before.

A note on that aspect, or rather a question. It sounds rather interesting,
but I was wondering if they had a 'direction of travel' or rather, 'group
facing' for the party? The reason I ask, is if there is front and back rank
it would seem logical for me to hide in the brush, and wait until they walk
past, then shoot the mage in the back with an arrow, or drop from a tree so
that I'm behind the mage, thus reversing the facing of the group when they
turn around, resulting in the mages and archers being in the front, and the
warriors being in the back.

If such is allowed, or rather, a fact of life, as it should be for realisms
sake, it would be very interesting to see in action.
-Q-
>
>Anyhow on to the summary :
>
>Stats/skills based mud with an emphasis on 'aptitudes' which are
guild-granted
>at present.  'Aptitudes' affect learning rate and maximum proficiency in
skills.
>Quest based mud, most exp comes from performing quests.
>Character growth potential is high, the most powerful players have
semi-wizard
>type powers.
>Administrative staff does not interfere with player game unless there is a
bug
>or unimplimented feature.
>Player population is very small.
>I've requested and obtained the core mudlib to study.
>
>Features :
>
>Interesting 'aptitude' system.
>Interesting player-dominated guild system.
>well done language system
>well done introduction system with complete flexibility
>Excellent party system
>use-based skill increases (feature? :)
>
>observations :
>
>wc/ac combat system using a 3.1.2 style combat.c (somewhat disappointing)
>  this has been recently updated, and I haven't seen the new code
>admins work really hard to stay out of the players' ways and really let
>  the world be administered by players where possible.  This has
interesting
>  implications.
>
>I've copied this to the owner of the mud, and if he has any feedback I'll
>forward it here.
>
>
>
>
>--
>MUD-Dev: Advancing an unrealised future.






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