[MUD-Dev] Vast areas in muds

John G. ashen at pixi.com
Tue Jan 20 06:44:46 CET 1998


: From: Mike Sellers <mike at online-alchemy.com>
:>One solution would be to change the game perspective.
:>If your mud recognizes an area as 'vast' then the units
:>  of distance per time and resources consumed per
:>  time can be increased.

: How do you handle time re-synchronization then?  You enter a
: vast, boring desert (NevadaMUD! :) ), traverse it slowly in the 
: shape of a tiny stag beetle, and emerge weeks (and a few
: paragraphs of text) later -- only to find that just a few minutes
: have gone by for everyone else.  

For now, that kind of objective time passage is what I sacrifice
  to the gods of play quality.  If two players travel to the same
  place, one travelling through the boring desert and one through
  the eventful city, the desert wanderer will get there first.  I can't
  think of any problems this stand has caused so far, with the
  possible exception of someone showing up rather quickly to a
  summons.  But that is a plus in a mud, not to dwell on the
  tedium of waiting.

If you orchestrate events through a central game clock, then
  maybe you've got something to fear.

-John G.




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