January 1999
- From DevMud: Database module Greg Connor
- From DevMud: Database module Mik Clarke
- From DevMud: Database module Greg Connor
- From DevMud: Database module J C Lawrence
- From DevMud: Database module Greg Connor
- ADMIN: Resends and possible duplicates J C Lawrence
- Info about different skill systems Emil Eifrem
- Info about different skill systems Nathan F Yospe
- Info about different skill systems Ben Greear
- Info about different skill systems Emil Eifrem
- Info about different skill systems Ben Greear
- Info about different skill systems Emil Eifrem
- Info about different skill systems Nathan F Yospe
- Info about different skill systems Travis S. Casey
- Info about different skill systems Mik Clarke
- New features for ScryMUD (Player-run Shops) Ben Greear
- [OT Humor] Mudder's Rhapsody Jon A. Lambert
- [OT Humor] Mudder's Rhapsody Caliban Tiresias Darklock
- [OT Humor] Mudder's Rhapsody The Wildman
- Guild/skill/spell relation (or "webs") Petri Virkkula
- Guild/skill/spell relation (or "webs") David Bennett
- mobile movement Matthew Mihaly
- mobile movement Adam Wiggins
- mobile movement Koster, Raph
- mobile movement Caliban Tiresias Darklock
- mobile movement David Bennett
- mobile movement Kylotan
- mobile movement quzah [softhome]
- mobile movement Ling
- mobile movement J C Lawrence
- mobile movement Oliver Jowett
- mobile movement Oliver Jowett
- mobile movement Caliban Tiresias Darklock
- mobile movement Richard Woolcock
- mobile movement J C Lawrence
- mobile movement Ling
- mobile movement Marc Hernandez
- mobile movement J C Lawrence
- mobile movement Ling
- mobile movement Holly Sommer
- mobile movement Caliban Tiresias Darklock
- mobile movement Koster, Raph
- mobile movement Chris Gray
- Intelligent WebGlimpse archive searching at Kanga.Nu (was J C Lawrence
- [RRE]MediaMOO annual birthday symposia: 1/20 Bruce Mitchener, Jr.
- [RRE]MediaMOO annual birthday symposia: 1/20 Koster, Raph
- OT: Mike Sellers needs some help load testing J C Lawrence
- Keegan's MUD Tree J C Lawrence
- Intelligent WebGlimpse archive searching at Kanga.Nu Marian Griffith
- Intelligent WebGlimpse archive searching at Kanga.Nu Caliban Tiresias Darklock
- Intelligent WebGlimpse archive searching at Kanga.Nu Dominic J. Eidson
- Intelligent WebGlimpse archive searching at Kanga.Nu J C Lawrence
- Intelligent WebGlimpse archive searching at Kanga.Nu Marian Griffith
- GRASS GIS Web Site Elis Pomales
- Thoughts Caliban Tiresias Darklock
- mobile movement (the fault of tracking) quzah [softhome]
- ADMIN Name server problems and upes J C Lawrence
- Adjective Server Christopher Allen
- Reputations, More Mazes Eli Stevens {KiZurich}
- Reputations, More Mazes J C Lawrence
- Reputations, More Mazes Eli Stevens {KiZurich}
- Mules (was something different) Marian Griffith
- Mules (was something different) J C Lawrence
- Mules (was something different) Hans-Henrik Staerfeldt
- Levels versus Skills Marian Griffith
- Levels versus Skills Caliban Tiresias Darklock
- Levels versus Skills J C Lawrence
- Levels versus Skills quzah [softhome]
- Levels versus Skills Vladimir Prelovac
- Levels versus Skills quzah [softhome]
From: Vladimir Prelovac <tomcat@galeb.etf.bg.ac.yu>
Date: Saturday, January 16, 1999 5:16 PM
Subject: [MUD-Dev] Re: Levels versus Skills
>[Quzah]
>
>>Anyway, the whole point was that combat was very leathal, very final,
>>damn fast, and loads of fun. I hope to bring this aspect to MERC,
>>because combat takes far too long. There is no way I should be hacking
>>some one with a sword for 50 hits. One good hit is all it takes.
>
>Then you will have trouble with clerics being obsolete, having no time to
>cast healing spells; most of offensive skills useless (you have no time to
>react); player killing depending on who first typed "kill Bubba"; and chance
>of you getting killed greatly depending on how much you lag. And can it be
>fun, lasting only a second or two? Maybe you have in mind other ways of
>gathering exp? :)
>If you put armors that would absorb damage, you would return to having long
>combats. I did this, and players like it (most of players were angry with
>diku-mud based armor that lowers the probabilty of you getting hit not the
>actual damage done to you). I also did split a player body to four regions
>(head, body, arms, legs) and did an aproximation of this with NPC-s. Head
>damage goes x2, body armor is multiplied with 1.5 before substracted from
>damage. Simple and fast model can in many situatutions prove to be a better
>one then a detailed and slow one.
>
>Vladimir
Well, for my use, there were no clerics. If you wanted to heal, you went
to the hospital, or if you were missing chunks, you could go and get a
cybonic implant/replacement. The basics of the game was a kinda screwie
future setting on another planet, where no one really cared WHY it was
the way it was, it just worked, and was a lot of fun. We really didn't give
too much though to the setting, they just took the facts of the enviorn
and ran with it.
However, if put in a mud, as I plan on trying, I haven't decided what type
of healing there is going to be. There was no magic, so there was none of
the healing spells to deal with. It was just a Hand to hand, firearm to
firearm, vehicle to vehicle, cyborg to cyborg, robot to robot, or any
combination there of. They spent most of their time getting into trouble
and wrecking things, which was a great deal of fun to DM.
It would work well for a hack and slash, though I am again undecided how
the combat [re: healing] will work. It worked fine in a pen and paper
because of some thing you cannot pull off in a mud -- Variable time.
"I want to rest up in this building for a week while my shoulder heals."
You can't just do that (and have it be interesting) (in a mud) as easy
as you can in pen and paper RPGs.
When I drop it into a mud I plan on trying to make it so there is more
to do than just wreck things, because people that do that in a constant
time setting will wind up dead quick. And since I plan on perm-death,
that won't go over too well for some people.
I plan on trying it in two types of muds: standard medieval with magic
and the works, and also my old game, as it holds a load of great times
for me. It will be interesting to see how it works, but I'm all for the
short and deadly combat. Shrug.
As for experience and levels, the only thing they ever did was kill and
destroy things, so that is the only way they got experience. You got a
flat 60pts per adult, 30pts for children (hey, it's their character, I
don't make them be moral), 100+ pts for a special type person (enforcer
or officer or some sort of peace keeper, non standard adult...) and
more for the robotic guard (re: picture robo-cop without the human side)
which were really hard to kill, and they always called for help. I have
not played it for six years or so, but that's the best I remember it.
When it goes into a mud, I may just do away with "levels", but then again
I may not. After all, it was no easy feat getting a level. Say you took
out a building full of people. (explosives/whatever) Since all of the
people inside were "indirect kills" (you did not have them specificly
"in your sights" or "in mind" -- not specificly targeting them) they are
only worth 1pt each. The building itself was worth some exp though. Not
a lot, but some.
Since it was no easy task to level, and since healing was not a fast
process, I think I'll just leave my kill-exp the way it is. In addition
to that, I'm thinking of a job/profession (which will fit in nicely
with the skill system I used to use) and possibly give experience for
that.
Quzah.
- Levels versus Skills quzah [softhome]
- Levels versus Skills J C Lawrence
- Levels versus Skills Petri Virkkula
- Levels versus Skills J C Lawrence
- Levels versus Skills Caliban Tiresias Darklock
- From Devmud: Database module, draft 3 Greg Connor
- Matrix Game Ling
- Graphic design doc Thinus Barnard
- Graphic design doc Chris Gray
- ADMIN: List server and Kanga.Nu host changes J C Lawrence
- ADMIN: List server and Kanga.Nu host changes Koster, Raph
- Sockets and fibers Caliban Tiresias Darklock
- Sockets and fibers Adam J. Thornton
- Sockets and fibers Caliban Tiresias Darklock
- Sockets and fibers J C Lawrence
- Sockets and fibers Jon A. Lambert
- Sockets and fibers Adam J. Thornton
- Sockets and fibers Dr. Cat
- Sockets and fibers Jo Dillon
- [DevMUD] From Devmud: Database module, draft 3 Greg Connor
- META: list "peerage" Koster, Raph
- META: list "peerage" John Bertoglio
- META: list "peerage" diablo@best.com
- META: list "peerage" Andy Cink
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Quzah [softhome]
- META: list "peerage" Michael.Willey@abnamro.com
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Holly Sommer
- META: list "peerage" Travis S. Casey
- META: list "peerage" Andy Cink
- META: list "peerage" Quzah [softhome]
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- Mugu Chris Gray
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- ADMIN: We're working again. J C Lawrence
- Java I/O and threads. Elis Pomales
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- Java I/O and threads. cynbe@muq.org
- Java I/O and threads. Jo Dillon
- Java I/O and threads. Elis Pomales
- Reset Death Wes Connell
- Reset Death Quzah [softhome]
- Reset Death Wes Connell
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- Reset Death Andrew C.M. McClintock
- Reset Death Mik Clarke
- PvP and mob capacities (was "List Peerage") Caliban Tiresias Darklock
- combat diablo@best.com
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- Telmaron and Mud servers was: META: list "peerage" Elis Pomales
- META: list "peerage" Caliban Tiresias Darklock
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- Who is? (was about level vs skills) Marian Griffith
- Who is? (was about level vs skills) Caliban Tiresias Darklock
- exploration points diablo@best.com
- [MUD-Dev] Juha Lindfors
- Stock Mud Demographics ##Make Nylander
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- MUD Admin skills Hal Black
- Subdue Holly Sommer
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