[MUD-Dev] How much is enough? Communication design

Damion Schubert damion at ninjaneering.com
Wed May 1 15:46:33 CEST 2002


>From Miroslav Silovic
 
> What you just described could be easily prevented if battles are
> non-reproducible.  For instance:
 
>   - Make daytime, weather and season affect the player's combat
>   capability (ever tried to run in a full chainmail during
>   summer?)
 
>   - Make each monster unique and variable. Make their power vary
>   with tribe and group, and globally vary them between spawns (if
>   you have spawns).
 
>   - Add attributes to the player that go up and down, in semi-long
>   term. Ideas could be morale, mood, wakefulness, fatigue, hunger,
>   thirst, etc. If you make these affect the to-hit chance and
>   damage, well, any result of the experiment would be pretty much
>   useless.

But at the same time, you've made combat so unpredictable that you
risk driving people away, since they never know when everything is
going to align against them, and they are going to lose whatever
they lose when they die or fail combat.  The lack of 'Quicksave/
Reload' really limits how far they can go.  Unless, of course, they
reverse engineer it anyway, which as the Dragonrealms incredibly
complicated combat system has shown, players are more than capable
of doing.

--d


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