[MUD-Dev] Re: Marion's Tailor Problem

s001gmu at nova.wright.edu s001gmu at nova.wright.edu
Fri Aug 21 09:11:45 CEST 1998


On Wed, 19 Aug 1998, Jynx (Wyrm / Tygr / Myth) Ryn wrote:

> s001gmu at nova.wright.edu wrote:
> 
> > The problem with disallowing PKill/PSteal is that a lot of people on here
> > are advocates of a more 'pure' simulation type game.  They attempt to
> > model reality first, and then build a game into that.  
> 
> If you are really into realism, make killing permanant (ie, roll a new char
> time.) and put a timer on the player killer. If the player killer killed the
> player anywherenear a city, within the next week the cityguards would start
> hunting him/her ( make the cityguards above average strength, to take care of
> players), and sooner or later, BOOM, the player killer gets killed himself, and
> HE has to roll a new char. That way, if the tailor doesn't want to get killed,
> he/she could stay in a town ( where there is a STRONG deterent ). Better yet,
> add in a little snippet of code that puts pkillers on a "wanted" board, where
> other players can collect bounties for killing the pker, plus the bounty hunters
> wouldn't get the pk timer. This effectively paints a large target on pkillers
> along with hanging a sign on a baloon floating over their head reading "KILL ME!
> PLEASE!" That chronic killer problem will stop PRETTY QUICKLY. Plus, you haven't
> limited pk .... sorta ....

Ya.  Exactly.  Put in strong deterants, like police, wanted lists,
perma-death.  Also, as I advocated in another message, build in positive
reinforcements.  Make the tailor do something that the players NEED.  Make
the world a semi-harsh environment (which our worls certainly is), that
requires some clothing, at least in certain climates.  Make there be
penalties for not wearing proper clothing in town... (shop keepers raise
their prices, little to no help is offered, etc.), and make sure the
player knows that this is happening, and why!  
 
> You see, you guys are all trying to mimick reality, and find that there are a
> higher percentage of killers inyour gamethan there are in RL. That's because
> there are natural deterents to killing in RL. As I said before, if you're going
> for realism ....

'trying' is the key word there.  :)
 
-Greg, temporarily signing off the list here real soon... :)





More information about the mud-dev-archive mailing list