May 1999
- Object server. Quzah [softhome]
- Censorship & Its Impact On World Immersion J C Lawrence
- OT: Ethics v Law Greg Munt
- Virtual v Artificial Worlds Greg Munt
- Virtual v Artificial Worlds Matthew Mihaly
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Wes Connell
- Custom Server Roll Call? David Bennett
- Custom Server Roll Call? Koster, Raph
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? The Arrow
- Custom Server Roll Call? Alex Stewart
- Custom Server Roll Call? Nathan F Yospe
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Niklas Elmqvist
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jo Dillon
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Adam Wiggins
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Hans-Henrik Staerfeldt
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? claw@kanga.nu
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Turner
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Jay Carlson
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ling
- Interesting dilemma Peck, Matthew x96724c1
- Interesting dilemma Caliban Tiresias Darklock
- Interesting dilemma Quzah [softhome]
- Interesting dilemma Brandon A Downey
- Interesting dilemma Shawn Halpenny
- Interesting dilemma Matthew Mihaly
- Interesting dilemma Benjamin D. Wiechel
- Interesting dilemma Koster, Raph
- Interesting dilemma Wes Connell
- Interesting dilemma Mattias Lönnqvist
- Interesting dilemma Mik Clarke
- Interesting dilemma Joel Kelso
- Interesting dilemma Ronan Farrell
- Harvey's Rules of Immship John Hopson
- Confiscating items (Interesting dilemma) Ola Fosheim Grøstad
- AW: Interesting dilemma Hofbauer Heinz
- Virtual Property J C Lawrence
- Virtual Property Koster, Raph
- Virtual Property Jon A. Lambert
- Autogenerating maps from muds using cardinal directions for exits? Ben Greear
- Discussion of large server IO handling desing J C Lawrence
- Planes of existance Quzah [softhome]
- Planes of existance Greg Munt
- Planes of existance Quzah [softhome]
From: Greg Munt <greg@uni-corn.demon.co.uk>
Subject: RE: [MUD-Dev] Planes of existance
> > [Quzah]
> >
> > While talking of death and what to do with folk when they
> > expire, I thought of implementing planes of existance and
> > thought some of you folk may like to kick the idea around
> > a bit.
>
> Don't do this without thinking for a while. The above implies that not
> having anywhere for dead players to 'go' is a problem. It's not. Dead is
> dead. Is dead, is dead. The end. (Don't even *think* about getting me
> started on how instantaneous reincarnation can kill a well thought-out
> world. This is a perfect example of the players wants' being the opposite of
> the mud's needs. I'm sure Mr Mihaly will correct my flawed logic, however...
> *grin*)
Actually I'm really partial to perm-death. Dead is dead.* I like that
sort of thing but who I was talking about didn't want to have that
sort of a death system so I tossed out this idea. I've played on a
prem-death game a long time ago and it was indeed much more "thrilling"
than yon-standard-mud. You have a lot more to think about when you are
fighting. "Oh damn, I'm X level and if I die this is going to take a
LONG time to get back to this power again!" It also makes pkill much
more satisfying... So anyway, the idea wasn't for my person al use
(at least as far as death goes).
> OTOH...
>
> > I was thinking it would be fun to implement planes by use
> > of a plane_of_existance variable on everything.
>
> I think you need to avoid thinking in terms of how to implement this thing.
> The first thing you need to do is to decide if your reason for wanting
> multiple existence planes is a Good Thing(tm).
> For example, 'because the players don't like having to start all over again
> when they die', 'it would be, like.. COOL, man' and 'it would be fun to
> code' are all BAD reasons. (No, this *isn't* flamebait. Really! *koff*)
Ah, but that's how I do everything :) I never (very rarely) play and I
find it a great deal more fun to actually implement things. Sure I know
it's not a reason to add things, but it is when all you care about is
seeing what your mobs can and can't do ;) The good thing is they can't
complain. The bad thing is they can't say how cool it is ;)
> So, what's a good reason? Simple: enrichment of the world. Of course, this
> will indirectly make the players ok with dying, it would make the mud 'cool'
> to some, and you bet it would be fun to code. Something with this much
> impact on your entire game universe needs to be thought about long and hard;
> that's a given. Add it for the cool factor, and your world (and hence, your
> game) will suffer. Add it because it will improve your world, offering more
> possibilities for player/world interaction, and you have made heaven
> (perhaps, literally).
My universe isn't fully created yet. When it is (one of the two I plan
on creating) it won't have magic. At least not my "goal". The other one
will just because it will be a different style of play and I have an
interesting idea or three for a magic system...
While it is selfish, I'll admit, I mainly code for the experience of
the whole thing and just because it would be fun to make something. I
really don't care much about how the player will be effected since at
the moment I don't have any :) It makes it really easy to do what I
feel like. The final product (the one the rest of the world gets to
see -- whenever that is) will have a decent mesh and feel to the whole
world/universe, but for now I just like to design nifty things and
see what I can get my mobs to do.
> So you want planes of existence? Rule number one: do they fit in with the
> laws of your world? If not, could the laws be modified (or added to), to
> allow their *seamless* (this is important - nothing spoils the immersion
> more than a new, obviously 'bolted-on' feature) introduction? If not, you
> need to think a bit more about whether you really want them. If you are
> still sure you can pull it off (well), consider what could have happened to
Actually it was a suggestion for another person's world, I leave all
of the headaches to them :)
> break or distort the laws of nature for your world. Magic (if your world's
> laws allow for its existence) could do it, but remember that laws of nature
> aren't broken every day - it would require great, *powerful* magic... Rare
> (important) magic, especially. And magic that is now lost forever. (Or until
> you need to change your world's laws again, anyway...) But magic cannot be
> allowed to become an easy fix when you have a problem that your laws of
> nature won't allow. If it does, you may as well bring in the Coolness
> Brothers: same result.
*re: dead is dead*
This is my only (in my magic based universe) subsitution to perm-death. I
plan on creating a rare magic which must be discovered/researched. The
essence of it will be lich-form. Upon the event of dying the spell is then
released and after a bit the player revives in lich form. -- Not those
pansy liches that litter muds. You know, the lich-fortress where every
three steps there are 5 more liches waiting to be smacked to pieces --
No, this is the good old fashion lich. The put the fear of god in to
them lich. The "Oh shit, it's a LICH!" lich. In my magic universe I plan
on having magic creatures be not the norm. In fact they will be rare and
damn deadly. It makes things much more fun in my opinion. Hell, how
many heroic epics of old had 5000 satyres, 800 griffon, a leigon of
dragons and such? I prefer the rare and deadly approach.
> You don't want to use magic? What else could cause such damage? How were
> these planes of existence found? Did we break in, or did they break out?
> Non-magical solutions are more likely to be more creative - and interesting.
> (If you didn't know already, this is a good thing.)
Nod. I actually have a few ideas (which I didn't mention to the other
folks I was talking to) about a seperate plane. Yes, I plan on having
(in my magic based world) a sealed plane where after woop-ass creature
spends enough time there (my world is/will be persistant over reboot)
and does the right thing they'll gain the power to break free of the
plane. God help the peons when this happens :)
> How does your world explain ghosts and ghouls and things that go bump in the
> night? Is one plane a source of evil (eg hell), and another of good (eg
> heaven)?
[snip]
> You need to be very careful in how you use magic. Avoid the coolness factor,
> and go for what your world laws feasibly permit. Can you explain it, or does
> it happen, just 'because'? The success or failure of a world begins and ends
> in its design.
>
> Greg, who is forgetting how to lurk - this may, or may not, be a good
> thing...
Again, I was leaving the problems up to them. It's their mud after
all, I can't do everything for them ;) The 'coolness' factor is a
big factor for me. Though I suppose it isn't just a "wow, that would
be neat", it's more of a "hmm, that would be fun to implement". My
main purpose is to create an interesting world [x2] where the world
is persistant and every creature can attempt to do whatever it is
they want. I dislike being limited in what I can or can't do to X.
In the final product[s] the world will have it's reasons for doing
everything it does - though it may not be something the player
ever discovers.
I also hate the fact that yon-standard-mud treats it's creatures
different if they are player or non-player. For all pratical
purposes my creatures will be identical. The only difference will
be a player controling them versus a computer controling them.
Quzah. - Planes of existance Caliban Tiresias Darklock
- Planes of existance Ben Greear
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Greg Munt
- Planes of existance T. Alexander Popiel
- Planes of existance Ola Fosheim Grøstad
- Planes of existance Matthew Mihaly
- Planes of existance Quzah [softhome]
- Dynamically changing room descriptions Ronan Farrell
- Dynamically changing room descriptions Mik Clarke
- Dynamically changing room descriptions Ben Greear
- Dynamically changing room descriptions Koster, Raph
- Dynamically changing room descriptions Richard Bartle
- Dynamically changing room descriptions Matthew Mihaly
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Eli Stevens {KiZurich/GreySylk}
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ling
- Dynamically changing room descriptions Christopher Allen
- old fight system I toyed with Koster, Raph
- APE 0.2.1 J C Lawrence
- OT: robots, agents and emotions Ola Fosheim Grøstad
- OT: robots, agents and emotions Ola Fosheim Grøstad
- Time Discontinuous MUD Ling
- Semi-OT: International intellectual property right (was: Custom Server Roll Call?) Custom Server Roll Call?) Ola Fosheim Grøstad
- Semi-OT: International intellectual property rights Ola Fosheim Grøstad
- Marc Hernandez' Server Greg Munt
- Marc Hernandez' Server Jay Carlson
- Marc Hernandez' Server Caliban Tiresias Darklock
- Marc Hernandez' Server Travis S. Casey
- Marc Hernandez' Server Adam Wiggins
- Marc Hernandez' Server Marc Hernandez
- Marc Hernandez' Server qitelremel@hotmail.com
- Scry 1.9.1 (Feature Freeze) released. Ben Greear
- The distinction between magic spells and magic abilities Greg Munt
- The distinction between magic spells and magic abilities Matthew Mihaly
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Jo Dillon
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Mark Gritter
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. David Bennett
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Travis Casey
- Macro languages Caliban Tiresias Darklock
- LOTR and Mud [was: Marc Hernandez' Server] Marc Hernandez
- Noise: boys will be boys (was Multi-threaded mud server.) Ola Fosheim Grøstad
- Kanga.Nu has finally moved... claw@kanga.nu
- Java & MUD servers Laurent Bossavit
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Chris Gray
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Jon A. Lambert
- [TECHNICAL] How to generate pre-processor output (template problem). Ben Greear
- Searching the archives claw@kanga.nu
- Text Parsing Albert
- Text Parsing Greg Miller
- Text Parsing Kylotan
- Text Parsing Chris Gray
- Text Parsing Albert
- Text Parsing Mik Clarke
- Text Parsing Cynbe ru Taren
- Text Parsing Chris Gray
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Nathan F Yospe
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Mik Clarke
- Text Parsing Marc Hernandez
- Text Parsing Kylotan
- Text Parsing Ross Nicoll
- Text Parsing Kylotan
- Text Parsing Travis Casey
- Text Parsing Chris Gray
- Text Parsing Ross Nicoll
- Text Parsing Travis Casey
- Text Parsing Albert
- Text Parsing Travis Casey
- Text Parsing Mik Clarke
- Text Parsing Ross Nicoll
- Text Parsing Chris Gray
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
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- Text Parsing Matthew Mihaly
- Text Parsing Travis Casey
- Text Parsing Greg Miller
- Text Parsing Albert
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- Text Parsing Greg Miller
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Travis Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
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- Text Parsing Ben Greear
- Text Parsing Matthew Mihaly
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Travis Casey
- Text Parsing Cynbe ru Taren
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing Chris Gray
- Text Parsing Martin C Sweitzer
- Text Parsing Jp Calderone
- Text Parsing Chris Gray
- Text Parsing Ben Greear
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
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- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Ben Greear
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Kylotan
- Text Parsing Koster, Raph
- Text Parsing Ben Greear
- Text Parsing Jon A. Lambert
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Koster, Raph
- Text Parsing Hans-Henrik Staerfeldt
- Text Parsing Koster, Raph
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Ross Nicoll
- Text Parsing Travis S. Casey
- Text Parsing Ross Nicoll
- Text Parsing Albert
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
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- Text Parsing Chris Gray
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- Text Parsing Adam Wiggins
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- Text Parsing J C Lawrence
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- Text Parsing Joey Hess
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- Text Parsing Koster, Raph
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- Text Parsing Chris Gray
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- Text Parsing Hans-Henrik Staerfeldt
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- Text Parsing Greg Miller
- Text Parsing Petri Virkkula
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- Dylan Programming Language Ling
- Dylan Programming Language Jon A. Lambert
- Ultimate Universe Documentation Caliban Tiresias Darklock
- Oh yeah... Caliban Tiresias Darklock
- [TECHNICAL] [SOLVED] (template problem). Ben Greear
- [RELEASE] ScryMUD 1.9.4 available for download. Ben Greear