August 1997
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Richard Woolcock
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features coder@ibm.net
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Brandon Cline
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Adam Wiggins
- New Topic: Butthead features clawrenc@cup.hp.com
- PirateMUD and CSL Niklas Elmqvist
- PirateMUD and CSL Chris Gray
- PirateMUD and CSL Koster, Raph
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL Jon A. Lambert
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL clawrenc@cup.hp.com
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Cynbe ru Taren
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Shawn Halpenny
- Sparse Arrays and co-ordinate based worlds clawrenc@cup.hp.com
- Graphic MUDS/perspectives Koster, Raph
- Ultima Online/Generalized AI Koster, Raph
- Reputation, was butthead features Koster, Raph
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Koster, Kristen
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Adam Wiggins
- Graphic MUDS/perspectives Jeff Kesselman
- Generalized AI Resend Koster, Raph
- Generalized AI Resend clawrenc@cup.hp.com
- Interview with Richard Bartle clawrenc@cup.hp.com
- Generalized AI last try! Koster, Raph
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jon Leonard
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jeff Kesselman
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Cynbe ru Taren
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Richard Woolcock
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Nathan Yospe
- Mud Languages Greg Munt
- MUD languages Chris Gray
- MUD languages clawrenc@cup.hp.com
- Mud Languages Chris Gray
- Mud Languages Nathan Yospe
- Mud Languages Chris Gray
- Mud Languages Greg Munt
- Mud Languages Captain Burrito
- Mud Languages Miroslav Silovic
- Mud Languages Cynbe ru Taren
- Mud Languages Jeff Kesselman
- Mud Languages Chris Gray
- Mud Languages clawrenc@cup.hp.com
- Mud Languages coder@ibm.net
- Mud Languages Jeff Kesselman
- Mud Languages clawrenc@cup.hp.com
- sorry, cut off, was PirateMUD and CSL Koster, Raph
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction John G.
- Introduction clawrenc@cup.hp.com
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction Michael Hohensee
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) Nathan Yospe
- Quad-trees/Oct-trees Michael Hohensee
- Quad-trees/Oct-trees Dan Armstrong
- node-based 3D coord systems Nathan Yospe
- Signing off... Brandon Van Every
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem Chris Gray
- The 'Socialiser' problem Jeff Kesselman
- The 'Socialiser' problem Miroslav Silovic
- The 'Socialiser' problem Martin Keegan
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem clawrenc@cup.hp.com
- Release out! Chris Gray
- Dots in a name? Martin Keegan
- Dots in a name? Chris Gray
- Dots in a name? Matt Chatterley
- Dots in a name? Martin Keegan
- Dots in a name? Matt Chatterley
- Dots in a name? clawrenc@cup.hp.com
- Languages: "strong" vs "weak" Chris Gray
- porting question Chris Gray
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Matt Chatterley
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Marian Griffith
- New to this mailing list Martin Keegan
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jeff Kesselman
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jon A. Lambert
- New to this mailing list Jeff Kesselman
- New to this mailing list Jon A. Lambert
- NPC Ecologies [was 'New to this mailing list'] Greg Munt
- DemonScape clawrenc@cup.hp.com
- Evolution of The Mud Tree Greg Munt
- OT: Invite Batzing? clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- Finding Space Michael Hohensee
- Finding Space Shawn Halpenny
- Finding Space Nathan Yospe
- Finding Space Chris Gray
- Finding Space Ned Lovely
- Finding Space Ned Lovely
- Finding Space Chris Gray
- Finding Space Nathan Yospe
- Finding Space Michael Hohensee
- Finding Space clawrenc@cup.hp.com
- OT: test Odysseus Laertes
- Fuzion - RPG game system Jon Lambert
- Character evolution Richard Woolcock
- Character evolution Dan Shiovitz
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Caliban Tiresias Darklock
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution Caliban Tiresias Darklock
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Caliban Tiresias Darklock
- Character evolution Adam Wiggins
- Character evolution Brandon J. Rickman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
On Mon, 18 Aug 1997, Marian Griffith wrote:
> On Sun 17 Aug, Adam Wiggins wrote:
>
> > > Okay we've talked about the world evolving, but what about players?
> > > I have often thought about coding it so that players hair/nails slowly
> > > grow, causing them social/combat problems unless they do something
> > > about it. Players would therefore have to trim their nails every so
> > > often, and get their hair cut (unless they wanted it long, in which
> > > case they would need to tie it back). Shaving would be another option.
>
> > We have hair growth and cleanliness factors. No nails, as I couldn't
> > think of anything interesting about those. It's all very race dependant -
> > we even have one race of completely hairless humanoids. Many races don't
> > have facial hair (hobbits and elves).
>
> Depending on race there could be a severe penalty to having your nails
> clipped. E.g. cats are pretty much harmless without their nails. The
> same almost goes for many birds. Too long nails make wielding weapons
> difficult or even impossible. Or typing (and I should know)
This reminds me I need to trim my nails. :P Long nails are also quite
nifty weapons for scratching with - but get weaker as they get longer, and
are prone to break.
> > The way we work it to keep it from being annoying to players is that you
> > get an automatic bath/shave whenever you stay at an inn, unless you've
> > specifically set an option for your character's appearance like 'grow
> > a goatee'. Result is that people who always sleep out in the wilderness
> > start to look grubby and unkempt, while those who sleep in inns every
> > night tend to look a bit more presentable.
> > Naturally this would be pretty boring if it weren't for the actual
> > *effects* these things have. Here's a few:
>
> Which is the only valid reason to have details. However I don't feel
> that the effects must necessarily be functional. They also can serve
> to enhance the 'feel' for a character. Somewhere else in this thread
> there was mention of characters sneeze when they have a cold. Unless
> the player was trying to creep unheard through a goblin warren there
> is not much (negative) effect to the sneezing and other assorted ef-
> fects of a cold but it certainly makes things feel more natural. Of
> course there is also the little fact that to -have- a cold a charac-
> ter isn't required to do anything.
Hmm, you do need some effects to make things more interesting -
particularly in a non, or low RP environment (in a high RP environment you
would get the main effect - other peoples reactions and adjustments to how
they treat you in RP, based on appearance). Things such as 'harmless'
symptoms and effects of 'diseases' are good ways to let the player know
the PC is ill too - but you probably wouldn't fight very well while
sneezing your head off. ;)
> [examples snipped]
>
> > > In addition, what about eating and drinking? I think I have heard
> > > before the suggestion about players who eat pies all day should get
> > > fat...but has anyone actually coded anything like this? You could
> > > in theory even code some sort of 'energy' system for players, so that
> > > players who don't eat enough - or just eat junk food - would get
> > > exhausted faster. Chocolate would be great for a quick energy boost,
> > > but if you did it all the time your teeth would rot and you would
> > > start getting very fat. Thus different food types could have different
> > > advantages and disadvantages. Note also that chocolate is mildly
> > > addictive.
>
> It might even be worthwhile to just give a message according to how
> the character appreciated the food. Nothing that actually affects
> gameplay but just something of a little added fun.
Not functional in a low RP environment though - once a player realised the
food only gave him different messages, he would simply buy/eat the
cheapest/most efficient foods for the healing effects (assuming they
bestow some - mine does, but only in a roundabout way), or to fill
themselves up. Representing malnutrition and such can be very useful to
add a further, subtle threat to characters out in the wilderness with only
poor rations.
> [more snipped]
>
> > > Age is another factor that could be taken into consideration. As your
> > > character got older, your hair would go grey - maybe fall out - and
> > > your skin would wrinkle. You would start losing attributes and maybe
> > > pick up some mental conditions. Eventually you would die of old age.
>
> > Again we have this as well, although our time scale is so large that it would
> > take something like 6 RL years for a character to age to death. The only
> > exception would be if the player choose to be very old at the outset,
> > or is playing a short-lived race.
>
> I think this is the only way to handle this without seriously annoying
> the players. There are many good reasons to force aging on characters,
> but it also is not funny to have your character die on you for no ap-
> parent reason. And worse if you find that it is permanent. On a game
> with a strong roleplaying content it might be a good solution to allow
> players to have children that inherit some of the knowledge and equip-
> ment. And better if you can't have your own new character be a child.
> That allows for children that are dissimilar from their parents and it
> allows for fights over inheritance and such. Of course this partially
> defeats the reason for having children in the first place.
Yeah. Of course - if you know you will age, and are given SIGNS of that
aging along the way, it is not sudden. If you are suddenly told. "You are
60 years old, you die of old age." out of the blue, I agree. :)
> > > This is one of the reasons I am thinking of using my mudsex/pregnancy/
> > > birth code for - so that players can 'prepare' their child (thus passing
> > > on their skills and knowledge) for when they themselves die. This would
> > > effectively allow you to 'live forever' in theory, even though you
> > > would be living through several different people. It would, however,
> > > require some planning by the player.
>
> > We are still pondering players being able to create family names (which
> > they could potentially share with other players) in order to give
> > continuity and make death a little less aggrevating. There was a pretty
> > good thread about this stuff about six weeks ago.
>
> And it works especially good with having valuable equipment being seve-
> rely limited, up to the point to be truly unique in the history of the
> game. Families establish an armoury of equipment and weapons that young
> members can draw from as they go out to do famous deeds. And of course
> they would face a rather annoyed family if they managed to misplace the
> famous dragonslaying sword tailcrusher during their forray into town.
Heh. "rather annoyed"? ;)
Regards,
-Matt Chatterley
http://user.itl.net/~neddy/index.html
"Speak softly and carry a big stick." -Theodore Roosevelt
- Character evolution clawrenc@cup.hp.com
- Character evolution clawrenc@cup.hp.com
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- Character evolution Matt Chatterley
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- Character evolution Jeff Kesselman
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- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
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- Character evolution S001GMU@nova.wright.edu
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- Re: Caliban Tiresias Darklock
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- New topic: AI and NPCs Caliban Tiresias Darklock
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- New topic: AI and NPCs Nathan Yospe
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- New topic: AI and NPCs Adam Wiggins
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- New topic: AI and NPCs Alex Oren
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- New topic: AI and NPCs coder@ibm.net
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- Re: clawrenc@cup.hp.com
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- "Social control", was butthead features Koster, Raph
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- Character evolution [off topic] Alex Oren
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- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Caliban Tiresias Darklock
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- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals(Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Miroslav Silovic
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- Re: Adam Wiggins
- Re: Marian Griffith
- Users want sexy muds, not rape... (Re:) Ola Fosheim Grøstad
- OT: Mortality coder@ibm.net
- Re:) Adam Wiggins
- Character evolution [off topic] coder@ibm.net
- Character evolution [off topic] Miroslav Silovic
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- Re:) Ola Fosheim Grøstad
- World full of heros Jeff Kesselman
- World full of heros Marian Griffith
- MUD Design Fundamentals (Was: Looking for books. Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for books. Ola Fosheim Grøstad
- OT: Re:) Jon A. Lambert
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Miroslav Silovic
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Shawn Halpenny
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Jon A. Lambert
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Matt Chatterley
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Chris Gray
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Michael Hohensee
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Matt Chatterley
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Maddy
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Adam Wiggins
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Nathan Yospe
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com