[MUD-Dev] Languages (slightly offtopic, was Text Parsing)

Greg Miller gmiller at classic-games.com
Fri Jun 4 17:47:29 CEST 1999


Matthew Mihaly wrote:
> 
> On Fri, 4 Jun 1999, Greg Miller wrote:
> > slow down combat. Both approaches have advantages and disadvantages, but
> > your simply wrote off the alternative approach as being wrong. Question:
> > why are you on this mailing list, if that's your approach to design?
> 
> Because reducing the damage/healing numbers sucks. It means that someone
> can just hit (as an example), their DRINK HEALTH button over and over as
> quickly as possible in order to heal themselves to full essentially
> instantly.

That suggests that you value reflexes and fast links. I'd rather favor
player skill, myself. Further, the problem you mention is easily dealt
with, since I don't see any good reason off the top of my head why heals
shouldn't be heavy and/or expensive, thus making it extremely
inefficient to just spam heal.

> 
> I'm on this list because it's the only place I've ever seen where there is
> intelligent, high-minded discussion of muds. There's a little too much of
> the coding side of things for me (mainly because I don't understand half
> of it, not being much of a coder), but it's still a great list. I wrote
> off the alternative approach you mentioned years ago. It's not as if I was
> never exposed to it. It's also not WRONG. It is, however, wrong for the
> type of combat system that Achaea is into.

What I'm getting at is that you seem to be more interested in getting us
to admire Achaea than you are in figuring out (with our help) how to
improve Achaea. Improving our muds is the main point of this list, as I
understand it.
--
http://www.classic-games.com/
President Clinton was acquitted; then again, so was O. J. Simpson.
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