May 1998
- OT: CGDC Adam Wiggins
- OT: CGDC Mike Sellers
- There can be.. only ONE! (fwd) Ling
- There can be.. only ONE! (fwd) Matt Chatterley
- Some thoughts on languages and users - was: Ma Jon A. Lambert
- Some thoughts on languages and users - was: Ma Chris Gray
- Some thoughts on languages and users - was: Ma Adam Wiggins
- Some thoughts on languages and users - was: Ma J C Lawrence
- (fwd) AD: [custom graphical] whitestar Crossfi Jon A. Lambert
- LIST: The "MUD-DEV" MUD Development mailing list J C Lawrence
- Wired, UO, Mike Sellers
- Wired, UO, John Bertoglio
- Wired, UO, and Internet Gaming (was OT: Dr. Cat
- Wired, UO, and Internet Gaming (was OT: Koster, Raph
- Wired, UO, and Internet Gaming (was OT: J C Lawrence
- Wired, UO, and Internet Gaming (was OT: John Bertoglio
- OT: Supporting articles found for UOL play style Jon A. Lambert
- PK's: A solution? J C Lawrence
- Preview of Asheron's Call J C Lawrence
- Asheron's Call Interview with Toby Ragaini, Lead Designer, and Jon Grande, Product Planner. J C Lawrence
- Character maintinence - expenditure of resources Adam Wiggins
- Character maintinence - expenditure of resources Dan Shiovitz
- Character maintinence - expenditure of resources Adam Wiggins
- Character maintinence - expenditure of resources J C Lawrence
- Character maintinence - expenditure of resources Koster, Raph
- Character maintinence - expenditure of resources J C Lawrence
- Character maintinence - expenditure of resources John Bertoglio
- Character maintinence - expenditure of resources J C Lawrence
- Motivations for Creating Mud-Like Worllds and Servers | John Bertoglio
- FW: (Fwd) Bouncing mail J C Lawrence
- FW: (Fwd) Bouncing mail John Bertoglio
- FW: (Fwd) Bouncing mail Matt Chatterley
- FW: (Fwd) Bouncing mail s001gmu@nova.wright.edu
- FW: (Fwd) Bouncing mail J C Lawrence
- FW: (Fwd) Bouncing mail s001gmu@nova.wright.edu
- FW: (Fwd) Bouncing mail J C Lawrence
- Character development [was ] Koster, Raph
- Motivations for Creating Mud-Like Worlds and Servers Holly Sommer
- META -- membership Jay Sax
- META -- membership Koster, Raph
- META -- membership J C Lawrence
- Motivations (was something else...) s001gmu@nova.wright.edu
- Motivations (was something else...) Richard Woolcock
- client UI written in server's language (was Some thoughts...) Erik Ostrom
- Some thoughts on languages and users - was: Ma J C Lawrence
- Some thoughts on languages and users - was: Ma Travis S. Casey
- Some thoughts on languages and users - was: Ma J C Lawrence
- META: Character of the list's membership J C Lawrence
- quickie CGDC report Mike Sellers
- quickie CGDC report Adam Wiggins
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately J C Lawrence
- Some essays I've written lately Koster, Raph
- Some essays I've written lately J C Lawrence
- Some essays I've written lately J C Lawrence
- Frandel 3D (fwd) Holly Sommer
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Raph Koster
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Koster, Raph
- MURKLE: Wot it is Dr. Cat
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Shawn Halpenny
- MURKLE: Wot it is Mike Sellers
- MURKLE: Wot it is Nathan F Yospe
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Chris Gray
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Chris Gray
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is Oliver Jowett
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is jacob langthorn
- MURKLE: Wot it is Jon A. Lambert
- MURKLE: Wot it is J C Lawrence
- We're Tiny, we're Toonie, we're all a little Loonie! Ling
- META: Search features of the MUD-Dev archive J C Lawrence
- CGDC, a summary Adam Wiggins
- CGDC, a summary Koster, Raph
- CGDC, a summary Holly Sommer
- CGDC, a summary Caliban Tiresias Darklock
- CGDC, a summary J C Lawrence
- CGDC, a summary Chris Gray
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary J C Lawrence
- CGDC, a summary Koster, Raph
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary Mike Sellers
- CGDC, a summary J C Lawrence
- CGDC, a summary Chris Gray
- CGDC, a summary Travis S. Casey
- CGDC, a summary Koster, Raph
- CGDC, a summary Adam Wiggins
- CGDC, a summary Koster, Raph
- CGDC, a summary Chris Gray
- CGDC, a summary Koster, Raph
- CGDC, a summary John Bertoglio
- CGDC, a summary s001gmu@nova.wright.edu
- CGDC, a summary John Bertoglio
- CGDC, a summary Koster, Raph
- CGDC, a summary s001gmu@nova.wright.edu
- CGDC, a summary J C Lawrence
- CGDC, a summary John Bertoglio
- CGDC, a summary Koster, Raph
- CGDC, a summary Joel Kelso
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary Jon A. Lambert
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary Adam Wiggins
- CGDC, a summary Jon A. Lambert
- CGDC, a summary Orion Henry
- MUD mentation system Matthew R. Sheahan
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. John Bertoglio
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Dan Shiovitz
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Adam Wiggins
- How to handle log-outs in a totally dynamic world. Vadim Tkachenko
- How to handle log-outs in a totally dynamic world. Richard Woolcock
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Dan Shiovitz
- How to handle log-outs in a totally dynamic world. J C Lawrence
- On tanks... J C Lawrence
- On tanks... Ling
- More on LetsSystems J C Lawrence
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Travis S. Casey
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Adam Wiggins
- Attributes: Sanity Travis S. Casey
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Holly Sommer
- mudschools Marian Griffith
- mudschools Matt Chatterley
- Mudschool Ling
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator s001gmu@nova.wright.edu
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator Holly Sommer
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator s001gmu@nova.wright.edu
- Using HTML for a Mud character generator Vadim Tkachenko
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator J C Lawrence
- Using HTML for a Mud character generator Vadim Tkachenko
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator Robert Woods
- Leaving characters in play Joel Kelso
- Leaving characters in play Ben Greear
- Leaving characters in play John Bertoglio
- Leaving characters in play Adam Wiggins
- Leaving characters in play J C Lawrence
- Leaving characters in play John Bertoglio
- Leaving characters in play Travis S. Casey
- Leaving characters in play Adam Wiggins
- Leaving characters in play John Bertoglio
- Leaving characters in play J C Lawrence
- Leaving characters in play J C Lawrence
- Leaving characters in play Travis S. Casey
- Leaving characters in play J C Lawrence
On Sun, 17 May 1998 22:17:57 -0500 (CDT)
Travis S Casey<efindel@io.com> wrote:
> On Friday, 15 May 98, J C Lawrence wrote:
>> It is this point which ghas persuaded me to almost entirely move
>> away from round based combat. I refuse to place the entire game
>> and all players on a pacing clock (humans shall not wait for
>> machines), but not using a global clock while using usably long
>> combat rounds opens the combat system for all sorts of interesting
>> abuse due to the inconsistant time scales.
...deletia...
> A true round-based combat system is difficult to implement on a mud
> for one reason: there's no easy way to tell if a player is still
> there or not. In a paper RPG, if a player has to get up and go to
> the bathroom, the other players and the GM will definitely notice
> that the player is leaving, and can then either choose to wait or to
> have someone else decide what that PC will do while the player is
> gone. On a mud, it's not that simple.
> It would be easy to add an "auto" command for players who have to go
> for a few minutes but want to stay in the fight -- "auto" would tell
> the game to autopilot your character. When you returned, entering
> any command would take your character off autopilot.
> The problem then becomes one with careless players or players who
> are suffering extreme lag or lose their connection. A lost
> connection isn't too hard to handle -- many muds already have
> methods for handling them. However, to handle the other two cases,
> there needs to be some kind of timeout -- if a reasonably long time
> goes by without a certain player entering a command, then the mud
> would need to either put that character on autopilot or handle it
> like a lost connection.
> This eliminates (or at least seriously reduces) the advantage to
> "fast twitch" players, those who use scripting, and those who can
> type fast.
The problem is that it is still dependant on a "combat state". I have
utterly failed to determine any sort of pattern which can be used to
determine when a combat state actually should be incepted, which
actions pertain to combat and which don't, and when a combat state
should be closed. It gets even messier for multi-character and
multi-ranged (Bubba is firing arrows from the other side of the river,
Boffo is hacking with a sword, and Bernie is doing his thing with the
fireballs thru the magical portal) combats.
>> Opening the combat to being entirely untimed conversely allows spam
>> attacks and tends to guarantee that the fastest twitch will win.
>> Not good. Further, as discussed earlier, I can't distinguish
>> between combat and non-combat commands as even utterly innocuous
>> commands will be used heavily in combat ("drop mana consumers"),
>> and very combat-centric commands will be used peacibly (cf UggUgg's
>> fight)..
>> I don't have a good design. The best I can think of so far is:
>> -- No first blows are fatal.
> Why not? I can see why you'd want first blows to be rarely fatal,
> but why never?
It removes the possibility for a player to react to his attack as I
also don't pre-announce incoming attacks (its not possible to always
determine what is or is not an attack).
> Also, how do you define a first blow? The first blow since the
> character entered the room? A blow suffered when the character is
> uninjured? A blow delivered by someone who hasn't attacked you
> since you logged on?
This is one of the very many reasons I don't like the current idea.
My rough idea is that a "first blow" is defined as "action which is
computed to be a direct attack, first of its type on the target within
X time."
X is thought to be on the order of 2 RL minutes.
> There may be easier ways to do this... for example, how about a
> damage system which works like this:
> Every character has three stats related to damage: Resilience, Size,
> and Accumulated Damage. When a blow is suffered, the character
> makes a check on Resilience against the amount of Accumulated Damage
> he/she had *before* the blow landed. If the check is failed, the
> character dies. If the check succeeds, the character adds the
> amount of damage taken to his/her Accumulated Damage. However, each
> character has a limit to how much Accumulated Damage he/she can
> take: Resilience multiplied by Size. If Accumulated Damage passes
> this point, the character dies, even if he/she did not fail a check.
> The linchpin of this system is the Resilience check against
> Accumulated Damage. You can set this up to provide many different
> possibilities: for example, you might choose to set it up so that a
> character who had no Accumulated Damage can't fail the check. In
> that case, the only way to kill an undamaged character with one blow
> would be to do more than his/her Resilience * Size in a single blow.
> Features of this system: - The chance of death, barring massive
> amounts of damage, depends on what Accumulated Damage was *before*
> the blow. Hence, you can better control how likely someone is to
> die from a first blow.
<ponder>
I like this. It removes the logic by adding a curve who far end (the
insta-kill) is almost asymptotic. it would take little to make it
very nearly asymptotic to infinity.
Cute. Adopted. Thanks.
>> -- Arrange these probabilities appropriately to force most combats
>> to the 15 - 20 seconds point.
> Is that 15-20 seconds of game time or real time?
RL. I'd go for shorter except that I want the chance for careful and
correct reactions to be able to be significant. I don't want a
point-and-shoot combat style. I also don't want a pure
chess-approach. Something a bit in the middle, but closer to hack.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------(*) Internet: claw@under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
--
MUD-Dev: Advancing an unrealised future. - Leaving characters in play D. B. Brown
- Leaving characters in play Travis S. Casey
- Leaving characters in play Adam Wiggins
- Leaving characters in play J C Lawrence
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- Natural Language Processing (NLP) Shawn Halpenny
- Is There a There in Cyberspace? J C Lawrence
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- [OT] Web Pages Jon A. Lambert
- AR Mining System John Bertoglio
- AR Mining System Oliver Jowett
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- mudschools Mike Sellers
- Using HTML for a Mud character generator Travis S. Casey
- Character creation, was: Mudschool Richard Woolcock
- Character creation, was: Mudschool Jon A. Lambert
- Onchat -- Java based chat room. J C Lawrence
- A short introduction of a (quite) long-time lurker Per Vognsen
- [MUD-Dev]World Size and The "Hot House" Factor Was PK and my "Mobless MUD" idea John Bertoglio
- mudschools jacob langthorn
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- OT: Java multithreading performance Vadim Tkachenko
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- OT: Java multithreading performance J C Lawrence
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- Titanic's demise (was MURKLE: Wot it is) Mike Sellers
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- mudschools jacob langthorn
- mudschools Marian Griffith
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- Combat Was Leaving characters in play D. B. Brown
- Combat Was Leaving characters in play Orion Henry
- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play J C Lawrence
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- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play Travis S. Casey
- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play Travis S. Casey
- Combat Was Leaving characters in play Adam Wiggins
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams T. Alexander Popiel
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
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- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
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- Bad Game Designer, No Twinkie! -- By Ernest Adams Caliban Tiresias Darklock
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- Bad Game Designer, No Twinkie! -- By Ernest Ada ms J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
- Java multithreading test source Vadim Tkachenko
- Java multithreading test source J C Lawrence
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- Java multithreading test source Vadim Tkachenko
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- Nested coorindate space model J C Lawrence
- Nested coorindate space model Ling
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- Nested coorindate space model Michael Hohensee
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- Nested coorindate space model Michael Hohensee
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- Now For Something Completely Different: PK with style John Bertoglio
- Sex in Games -- ya gotta, um, yeah J C Lawrence
- Combat in the Abandoned Realms John Bertoglio
- A Metaphysics System s001gmu@nova.wright.edu
- META: New list features J C Lawrence
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Mike Sellers
- OT: Java multithreading test source Ben Greear
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Jon A. Lambert
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- OT: Java multithreading test source Ben Greear
- OT: Java multithreading test source John Bertoglio
- OT: Java multithreading test source Vadim Tkachenko
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Ben Greear
- Plug: Got my java client to work using the java-plugin. Ben Greear
- UO's rep system, was: CGDC Koster, Raph
- UO's rep system, was: CGDC J C Lawrence
- BIAP Chat/Chat Pro (fwd) Nathan F Yospe
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- skill system s001gmu@nova.wright.edu
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- skill system s001gmu@nova.wright.edu
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