June 1997
- UNSUBSCRIBE Dan Armstrong
- Resets, langs, and quests ashen
- [RP v. Power Gaming v. Pkilling] Jeff Kesselman
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- PKilling (was Life) Brandon Gillespie
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- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Caliban Tiresias Darklock
- The reality of constant combat?? Jeff Kesselman
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- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? clawrenc@cup.hp.com
- The reality of constant combat?? Ling
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In <Pine.SOL.3.95.970601112351.17958D-100000@sun-cc203>, on 06/01/97
at 10:31 AM, Ling <K.L.Lo-94@student.lut.ac.uk> said:
>On Fri, 30 May 1997 clawrenc@cup.hp.com wrote:
>> I don't have a global naming system. Thus a PK'er can't do a "who",
>> and then track down the victim. Instead they must first locate the
>> other player without any implicit way to differentiate them from a
>> mobile (there is no command which will return, "this is a mobile" as
>> vs "this is a player body"). Then, once they have found them they
>> must assign a name to them (body specific, not character specific),
>> and then track them down from there.
>This relative naming system is extremely appealing. Sounds like
>murder on the database though. Does the PKer need to be in the same
>room to name someone else? So I could just zip around the mud to
>avoid being pin pointed? Perhaps a history of personas met could be
>stuffed in the player, for the slower typers.
Currentlt the namer has to be in the same room as the named. The body
being named actually has no say or influence in the process. I've
been wanting for a while not do some sort of recall facility as you
describe such that a name could be applied to a body seen some time
ago, but I haven't come up with a system which decently represents
time, venue, degree of interaction at the time, actions of the other
body at the time. I susect that I'm getting more complex than I'd
like -- I don't wish to even attempt to replace human memory, but I do
want some way that a player can enter something to the effect of:
"Name that green chap I saw yesterday doing somersaults
down High Street, 'Bubba'."
>> Additionally as bodies are a fairly fluid thing, killing a
>> character's body typically has little permanent effect on the
>> character. He has other bodies, or can easily get other bodies. It
>> is an incovenience and a disruption of the current action.
Note: Looking back on what I wrote in the quoted message, I wonder how
I typed it. It very poorly reflects the actual implementation of my
system. Ergo, there will be some corrrections/
>Sounds like players are hard to kill.
Bodies range from easy to bloody impossible to kill. This is both
depeandant on the controlling character and the body itself. Ever
tried to kill a whole swarm of bees with a sword? Or a sentient
semi-mobile rock?
Characters are easy to fight. Characters are next to impossible to
identify unless they 'fess up. Characters are difficult to kill.
Killing a character will require the equivalent of chasing a ghost
thru a topological nightmare matrix of teleport booths and throwing
everthing you've got at him, hoping some of it hits for long enough to
do damage, and persisting until he pops.
>Will certain bodies be endowed
>with advantages other bodies may not have which will encourage
>players to defend those bodies?
Yup. All the standards such as strength, agility, flight etc, and
most especially if it is a character's last body, or a body that was
particularly tough to get.
>> {Possible new feature} If I do this, upon a PK the dead character
>> becomes attached to the PK'er as a partial owner. This places the
>> PK'er at increasing risk as the numbers of PKs increases. Actually,
>> with the fuid state of bodies this is not necessarily such a problem:
>> A PK'er could pick up a second, third, fourth, or umpty-fifth body,
>> run about on a killing spree, let the body get killed and actually
>> engender no ill effects upon himself as a character.
>I don't actually see how this helps as a feature if the dead body
>does not lumber the PKer with a disadvantage of some sort. Unless
>the character suffers in some way from owning too many bodies.
You mis-understand. When a PK'er kills a body. The character who owns
that body is attached to the body of the Pk'er as a partial owner.
Essentially what this means is that as the PK'er kills more and more
bodies he places his own control of that body more and more at risk
(the partial owners can exert control and steal the body from him).
Think of it this way:
Bubba has a body called Boffo.
Bernie has a body called Bruce.
Thwacker has a body called Ouch.
Boffo kills Bruce.
Bernie is attached to Boffo as a partial owner.
Boffo kills Ouch.
Thwacker is attached to Boffo as a partial owner.
Bernie sees that Bubba/Boffo is weakened, and tries to the
steal the Boffo body from Bubba. There is a big will power
fight.
Thwacker sees a mobile (or player) walk by with a nice strong
body. He steals the body from the mobile, and then uses
that to attack Boffo.
Miraculously Bubba/Boffo reigns supreme and wins over them all.
Thwacker and Bernie get together and both fight Bubba for the
Boffo body.
Thwacker ends up with the Boffo body (now in really poor shape).
Bernie does whatever.
>> The general side-effect I've concentrated on is to render individual
>> PK's as inconvenient but not catastrophic to a player, and to then
>> ensure that concerted or sustained attacks by a PK'er on an individual
>> other player is technically both not feasible and almost impossible to
>> sustain. What this leaves is the player who goes on a PK spree,
>> killing eveyrthing he can find. That is again diminished by
>> effectively ensuring that that body will be short lived, and having
>> none of that game-specific advantages accrued from the PK spree
>> reflect on that character's other bodies. As such its reduced to
>> annoying flash in the pan.
Actually the gains from the PK do reflect on the character, The thing
is those reflections are both damaging and beneficial. You gain on
the one side, and lose a lot on the other.
>Surely this would make PK a thing of the past? If it is near
>impossible to wipe out another character, why bother? It seems as if
>characters are near immortal on your mud, which, for me would dampen
>my enjoyment. I need to die! :)
Killing a character is immenseley difficult, has unpredictable
success, and is hugely profitable. __Weakening__ a character is much
easier, but will also tend to weaken the attacker. Killing a body
gives a temporary advantage in the mundane physical world (EQ,
position, etc) which can then be extrapolated into much greater gains
with correct play.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
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- Levels and XP Matt Chatterley
- Meta clawrenc@cup.hp.com
- non pk dealing with conflicts Marian Griffith
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Nathan Yospe
- Integrating PK Cynbe ru Taren
- Integrating PK Chris Gray
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Jon A. Lambert
- noise Alex Oren
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Nathan Yospe
- Neighborhood watch Chris Gray
- Neighborhood watch Nathan Yospe
- Neighborhood watch Brandon J. Rickman
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Chris Gray
- Neighborhood watch clawrenc@cup.hp.com
- Mob AI Brandon Cline
- Hardcore server design Alex Oren
- Hardcore server design clawrenc@cup.hp.com
- [NOISE] common server design Martin Keegan
- try it out! Chris Gray
- Population container Wout Mertens
- Population container clawrenc@cup.hp.com
- Population container Raz
- Population container clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Caliban Tiresias Darklock
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Marian Griffith
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jeff Kesselman
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Flexible, Modular Server Design Brandon Cline
- Flexible, Modular Server Design Jeff Kesselman
- Flexible, Modular Server Design Chris Gray
- Another Approach (was: Integrating PK) Brandon Gillespie
- Another Approach (was: Integrating PK) Jon A. Lambert
- Another Approach (was: Integrating PK) Nathan Yospe
- Another Approach (was: Integrating PK) clawrenc@cup.hp.com
- Level abstractions Huibai
- Alright... IF your gonna do Disease... Jon A. Lambert
- thread splitting Alex Oren
- thread splitting coder@ibm.net
- thread splitting coder@ibm.net
- thread splitting Caliban Tiresias Darklock
- Senses & geographical events Wout Mertens
- Senses & geographical events Chris Gray
- Senses & geographical events clawrenc@cup.hp.com
- Additions to sensory planes Wout Mertens
- Nation of shopkeepers Martin Keegan
- Nation of shopkeepers Huibai
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers clawrenc@cup.hp.com
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Brandon Van Every
- Nation of shopkeepers Jon A. Lambert
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers clawrenc@cup.hp.com
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Alex Oren
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Chris Gray