June 1999
- Languages (slightly offtopic, was Text Parsing) Mark Gritter
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Travis S. Casey
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Travis Casey
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Travis S. Casey
- Languages (slightly offtopic, was Text Parsing) Jp Calderone
- Languages (slightly offtopic, was Text Parsing) Travis Casey
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Cynbe ru Taren
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Ben Greear
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Greg Munt
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Munt
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Ola Fosheim Grøstad
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Miroslav Silovic
- Languages (slightly offtopic, was Text Parsing) Alex Oren
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) David Bennett
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Ross Nicoll
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
On 01:22 AM 6/3/99 -0700, I personally witnessed Matthew Mihaly jumping up
to say:
>
>How many of you actually enjoy playing your games,
> or even playing a significant aspect of yours? *raises his hand*
*waving hands frantically*
Ultimate Universe ROCKS. That's why I tracked down the author and paid him
way too much money for the development rights. ;)
I do have someone right now giving me input on how much harder things are
than they look. Just like you say watching experts in your game fight is
cool, watching an expert on mine go through it is just as cool -- but the
reality of playing is quite different, as this friend of mine is
discovering! Sure, you know all the commands, you have a kick-ass macro
set, you know precisely how to react to everything.
But what about the next guy? He sat there and watched me rack up hundreds
of millions of credits, outfit my ship with all kinds of really neato-cool
stuff, and proceed to run roughshod over the enemy until I established a
daily salary in excess of a quarter billion credits a day... and now he's
sitting at this prompt thinking "damn, it sure looked easy when HE did it"
and wondering where to start.
Learning curve. Compress it. Make it shallow. Make it long, but make it
shallow. Personally, I'd like the learning curve to have a height
approaching zero and a length approaching infinity -- you *always* know
what you're doing, but you can also *always* get better at it.
>You have
>no idea what a rush proper fighting is. You really really do not.
Check out the documentation at www.ultimate-universe.com/uu-docs.html, and
consider the implications. Download the UUSTART texts -- especially
UUSTART4, which is about PvP especially. Download the UUHELP.ZIP archive
and read the help files. The pure richness of this game is nothing short of
awe-inspiring. Sure, fighting is simple, but it's just on a different
level. You're welcome to download UU204.ZIP and REGISTER.ZIP and run it
locally, if you're under some form of Windows. This version is a DOS
program, last modified in 1995, and it needs a better description of how to
get it up and running -- SYSOP.DOC is the best we currently have. Migrating
it into Windows/internet operation instead of DOS/modem is taking a
loooonng time; I have very little of that running aside from a very boring
telnet server which just prints some diagnostics based on what keypresses
you send. File handling for legacy data is in the works, but a long way
from done.
Here's a basic example, dealing primarily with the idea of how you enter
that fight to begin with.
You can place several devices on your ship (16-32 in most games; maximum
limited to 40 at present, but increasing to 64 in next major release). You
may choose to place a device called a "Hyper Swap" there. This device
allows you to swap the contents of an extradimensional space with some of
your existing ship's contents. This allows you to have two "modes" of
operation. A common idea is to load up the extradimensional space with
weapons, and then swap it with your "peaceful" devices before entering a
hostile sector. As a result, you only have lots of weapons taking up space
in your ship when you actually need them.
But that sector may contain a device called a "hyperswap trigger", which
will swap the devices BACK when you enter. You could, of course, get a
scanner that will reveal it -- and seeing the hyperswap trigger, you just
leave your hyperswap on the peaceful devices, double-bluffing the hyperswap
trigger into loading your weaponry.
But you'll need to scan the sector before you enter, and the sector *may*
also contain a sector reflector -- which, when you scan the sector, will
show you some OTHER sector instead. The reflected sector, of course,
probably doesn't have a hyperswap trigger.
It *could*, instead, contain something very interesting and innocuous which
would lure you into charging straight into the sector. (In such a case, the
sector you're entering wouldn't want to have a hyperswap trigger, since it
would likely just load up your weapons. But the reflector alone could trap
you into wandering straight into the sector's battle forces.) Or, if the
owner just wanted to make a "keep out" sign, he could instead point the
sector reflector at a sector with something exceedingly nasty in it. (Like
a black hole, which there is no TRULY effective defense against --
certainly, you can get a galvanic catapult which will allow you to escape
from a black hole's gravitational pull, but such devices still have a 7%
failure rate. Black holes can be created, but not destroyed, so it is
possible for a universe to be eventually filled with enough black holes
that it's functionally useless. Realistically, this doesn't tend to happen.)
But, of course, there exists the sector reflector detector (one of my
favorite device names for pure linguistic charm)! And, since navigation is
so important to a spacefaring culture... sector reflectors are illegal. So
if you have such a detector, you can report the offending sector to the
authorities, who will then charge the sector reflector's owner a large fine
*and* remove the sector reflector later. Then you can see what's really in
the sector... provided you get there before the owner has installed another
sector reflector, which may very well happen, but even then you can just
report him again.
And I haven't even gone into sensor dampers, navigator negators, autopilot
snares, port locators, planetary devices, mine launchers, toll stations...
all told, there are over five hundred devices. Individually, these are
useful. In combination, they're nearly infinite in possibility. It's
between 508!-468! and 508^40 (or 508**40, or pow(508,40), or whatever you
prefer). Yeah, for a basic example, the above is pretty complex... but
really, it *is* a basic example in the context of this game!
>I'm not trying to brag. I'm
>fully confident of the quality of my combat system, because frankly I
>_love_ fighting in Achaea. It is not a game. it is a sport.
Well, see, I don't like sports. They strike me as rather pointless and
boring. That's why I spent so much time on my computer to begin with; all
the other kids wanted to play football and basketball and baseball and all
these team-oriented things.
It is worth noting that Ultimate Universe uses a concept of commodities
brokering to gain funds. The single biggest complaint about this is that
it's very tedious and very time-consuming. The only alternative is to work
on behalf of the government, tracking down and destroying enemy forces.
You're rewarded more richly for this, but it's expensive *and* dangerous
*and* tedious. You literally *must* begin the game by trading commodities;
just like in most combat MUDs, you *must* begin by running around and
killing a bunch of weak monsters.
This is the sort of thing that's high on my list of "things to fix". While
you can do any number of very interesting things to achieve a nearly
infinite variety of goals, you MUST begin by wandering from port to port
buying and selling tons of raw materials. That sort of
single-point-of-entry offends me on a basic level. You should experience
the richness and variety of the world immediately, as soon as you enter it.
Right now, there's a period of time you *must* spend "paying your dues".
Once you have a good understanding of the game, this period of time lasts
less than twenty minutes with a new ship. But your first login? It's just
not obvious enough.
And to make matters worse, maybe you haven't even been told of this
POSSIBILITY yet... the only thing you're *guaranteed* to be told on
entering the game is that the galaxy is at war and you're supposed to help
out. But you're too *weak* to help out. I'm thinking about a new way to
handle this initial period; if you start out capable only of trading, maybe
that's acceptable -- if you're told that UP FRONT.
Taking over someone else's development has good points and bad points.
Sure, you know you have product, but you also inherit all of its bugs and
ideosyncracies... for better or worse.
>Sorry if this sounds self-promoting. It's not meant to be.
It should be. If you're not proud of what you're building, why build it?
Self-promote all to hell, my friend! Be proud! Be vocal! Sure, I don't
think *I'd* like it, but I can appreciate your pride in it! Hell, you
probably think the same thing about my stuff! :)
>I just hear most of the
>posters here talking as if certain things are a given (like player vs.
>player combat being crap), and frankly outside of Achaea and Avalon, I have
>never seen a combat system that even compares in terms of the rush.
I always find that combat systems are more tedium than excitement. I prefer
to go for suspense. And I haven't even *mentioned* the availability of SHIP
defenses... you think taking a *sector* is tough? Heh. Heh heh heh heh.
Dead man switches, trap door retreats, device bay missiles, device
chameleons, homing signal jammers, surveillance feedback emitters... and my
personal favorite, EXPLOSIVE SHIP DECOYS! BWAHAHAHAHAHA!
-----
| Caliban Tiresias Darklock caliban@darklock.com
| Darklock Communications http://www.darklock.com/
| U L T I M A T E U N I V E R S E I S N O T D E A D
| 774577496C6C6E457645727355626D4974H -ÊBAL::3146=- - Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Ross Nicoll
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Ola Fosheim Grøstad
- Languages (slightly offtopic, was Text Parsing) Ben Greear
- Languages (slightly offtopic, was Text Parsing) Chris Gray
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- IndustrialMUD J C Lawrence
- IndustrialMUD Greg Miller
- Combat (very long) Matthew Mihaly
- Combat (very long) Caliban Tiresias Darklock
- Combat (very long) Matthew Mihaly
- Combat (very long) Marian Griffith
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Chris Gray
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Matthew Mihaly
- What about goal oriented interfaces? (was Text Parsing) Chris Gray
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Adam Wiggins
- thoughts Matthew Mihaly
- Game Economies Timothy O'Neill Dang
- Game Economies Matthew Mihaly
- Game Economies Caliban Tiresias Darklock
- Game Economies Caliban Tiresias Darklock
- Game Economies Ola Fosheim Grøstad
- Game Economies Marian Griffith
- Game Economies Ola Fosheim Grøstad
- Game Economies Marian Griffith
- Game Economies Ola Fosheim Grøstad
- Game Economies Caliban Tiresias Darklock
- Game Economies Ola Fosheim Grøstad
- Game Economies Matthew Mihaly
- Game Economies J C Lawrence
- Game Economies Timothy O'Neill Dang
- Game Economies Koster, Raph
- Game Economies J C Lawrence
- Game Economies Adam Wiggins
- Game Economies Caliban Tiresias Darklock
- Game Economies Greg Miller
- Game Economies Ross Nicoll
- Game Economies Koster, Raph
- Game Economies Ola Fosheim Grøstad
- Game Economies Jo Dillon
- Game Economies Ross Nicoll
- Game Economies Marian Griffith
- Game Economies Jo Dillon
- Game Economies Hans-Henrik Staerfeldt
- Game Economies Koster, Raph
- Game Economies Timothy O'Neill Dang
- Game Economies Marian Griffith
- Game Economies J C Lawrence
- Game Economies Timothy O'Neill Dang
- Game Economies Ola Fosheim Grøstad
- Game Economies Timothy O'Neill Dang
- Game Economies Timothy O'Neill Dang
- Game Economies Timothy O'Neill Dang
- Game Economies Caliban Tiresias Darklock
- Game Economies Jo Dillon
- Game Economies Timothy O'Neill Dang
- Game Economies Jo Dillon
- Game Economies Matthew Mihaly
- Game Economies Koster, Raph
- Game Economies J C Lawrence
- Game Economies Greg Munt
- Game Economies Matthew Mihaly
- Game Economies Jon A. Lambert
- Game Economies Shawn Halpenny
- Game Economies Brandon J. Rickman
- Game Economies Jon A. Lambert
- Game Economies Shane King
- Game Economies Caliban Tiresias Darklock
- Game Economies Matthew Mihaly
- Game Economies Koster, Raph
- Game Economies Nathan F Yospe
- Game Economies Ola Fosheim Grøstad
- Game Economies J C Lawrence
- Game Economies J C Lawrence
- Game Economies Caliban Tiresias Darklock
- Game Economies Matthew Mihaly
- Game Economies Caliban Tiresias Darklock
- Game Economies Koster, Raph
- Game Economies Brandon J. Rickman
- Game Economies Marian Griffith
- Game Economies Katrina McClelan
- Game Economies Adam Wiggins
- Game Economies Katrina McClelan
- Game Economies Albert
- Game Economies Jp Calderone
- Game Economies Laurel Fan
- Game Economies Albert
- Game Economies Charles Hughes
- Game Economies J C Lawrence
- Game Economies Matthew Mihaly
- Game Economies Mik Clarke
- Game Economies Ola Fosheim Grøstad
- Game Economies Ling
- Game Economies Ling
- Game Economies Mik Clarke
- Rooms Greg Munt
- Parsing Text Output Jon A. Lambert
- Parsing Text Output Chris Gray
- MUD-Dev request rejected Greg Miller
- Interface/Custom Clients Greg Miller
- Languages (slightly offtopic, was Text Parsing)y Mark Gritter
- Languages (slightly offtopic, was Text Parsing)y Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Greg Munt
- Pay Muds & Free Muds - working together, or against each other? Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Matthew Mihaly
- Pay Muds & Free Muds - working together, or against each other? Koster, Raph
- Pay Muds & Free Muds - working together, or against each other? Ross Nicoll
- Pay Muds & Free Muds - working together, or against each other? Richard Bartle
- Pay Muds & Free Muds - working together, or againsteach other? Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Christopher Allen
- Pay Muds & Free Muds - working together, or against each other? Richard Bartle
- CVS repository for ScryMUD is online at scry.wanfear.com Ben Greear
- Mihaly's Combat Greg Munt
- Mihaly's Combat Matthew Mihaly
- Looking for UML David95037@aol.com
- Looking for UML Greg Munt
- Looking for UML David95037@aol.com
- Slogans (Game Economies) Caliban Tiresias Darklock
- Slogans (Game Economies) Ola Fosheim Grøstad
- A couple Qs, and thanks Ben Greear
- Understanding and "should-ness" Matthew Mihaly
- Understanding and "should-ness" Caliban Tiresias Darklock
- Personalities J C Lawrence
- realism Matthew Mihaly
- Gender and Mud Development Nathan F Yospe
- Gender and Mud Development Greg Miller
- Gender and Mud Development Katrina McClelan
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Caliban Tiresias Darklock
- Gender and Mud Development David Holz
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Greg Miller
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Koster, Raph
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Koster, Raph
- Gender and Mud Development Greg Munt
- Gender and Mud Development Greg Miller
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development Marian Griffith
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Caliban Tiresias Darklock
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development Adam Wiggins
- Gender and Mud Development Travis S. Casey
- Gender and Mud Development Marian Griffith
- Newbies (was Text Parsing) John Hopson
- Newbies (was Text Parsing) Caliban Tiresias Darklock
- Average play time? Timothy O'Neill Dang
- Average play time? Caliban Tiresias Darklock
- Average play time? Koster, Raph
- {OT} Gender and Mud Development Wendy Winkler
- AOL lawsuit (was text parsing) Koster, Raph
- Sexual archetypes claw@kanga.nu
- Systems and concepts Caliban Tiresias Darklock
- Gender and Mud Development (back on topic, some) Katrina McClelan
- Gender and Mud Development (back on topic, some) Koster, Raph
- Gender and Mud Development (back on topic, some) Greg Miller
- Gender and Mud Development (back on topic, some) J C Lawrence
- Gender and Mud Development (back on topic, some) Jon A. Lambert
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Greg Miller
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Jon A. Lambert
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Marian Griffith
- Tactical Combat and Traps (was the gender thread) Katrina McClelan
- Game construction and a big mistake Caliban Tiresias Darklock
- Game construction and a big mistake Marc Bowden
- Game construction and a big mistake Greg Miller
- Game construction and a big mistake Matthew Mihaly
- Game construction and a big mistake Willowreed@aol.com
- Gender and Mud Development (back on topic, some) Caliban Tiresias Darklock
- Gender and Mud Development (back on topic, some) Koster, Raph
- Gender and Mud Development (back on topic, some) claw@kanga.nu
- Gender and Mud Development (back on topic, some) Marc Bowden
- Client-Server vs. Peer-to-Peer -- Implementing DIS on the Internet claw@kanga.nu
- Goals and directions (was the gender thing) Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #93 - 27 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #93 - 27 msgs Greg Miller
- MUD-Dev digest, Vol 1 #93 - 27 msgs Koster, Raph
- MUD-Dev digest, Vol 1 #93 - 27 msgs Ola Fosheim Grøstad
- Gender and Mud Development (drifting off topic again) S. Patrick Gallaty
- Laws of Online World Design (was: realism) Koster, Raph
- Game construction and a big mistake Koster, Raph
- memory and speed Matthew Mihaly
- memory and speed Adam Wiggins
- memory and speed J C Lawrence
- memory and speed J C Lawrence
- memory and speed Matthew Mihaly
- memory and speed Adam Wiggins
- memory and speed Chris Gray
- memory and speed Miroslav Silovic
- memory and speed Caliban Tiresias Darklock
- memory and speed Mark Gritter
- memory and speed Ben Greear
- memory and speed Matthew Mihaly
- memory and speed S. Patrick Gallaty
- memory and speed Adam Wiggins
- memory and speed Brad Leach
- memory and speed Petri Virkkula
- Virtual worlds based on real world history Greg Munt
- Stockmarkets... Ola Fosheim Grøstad
- Games within Games Jesse Farinacci
- ADMIN: Posting authority J C Lawrence
- thoughts on game economies Travis S. Casey
- thoughts on game economies Caliban Tiresias Darklock
- thoughts on game economies Travis Casey
- thoughts on game economies Koster, Raph
- thoughts on game economies Travis S. Casey
- thoughts on game economies Koster, Raph
- thoughts on game economies Hans-Henrik Staerfeldt
- thoughts on game economies Jo Dillon
- thoughts on game economies Greg Miller
- thoughts on game economies Matthew Mihaly
- thoughts on game economies Greg Miller
- thoughts on game economies Matthew Mihaly
- thoughts on game economies Jeremy Music "Sterling"
- thoughts on game economies Robert Brady
- thoughts on game economies Ling
- thoughts on game economies Caliban Tiresias Darklock
- thoughts on game economies Alex Oren
- thoughts on game economies Albert
- thoughts on game economies Adam Wiggins
- thoughts on game economies Travis S. Casey
- thoughts on game economies Travis S. Casey
- memory and speed Matthew Mihaly
- memory and speed Shawn Halpenny
- Game economics Matthew Mihaly
- Game economics Nathan F Yospe
- Playing the monsters David95037@aol.com
- Playing the monsters Katrina McClelan
- Playing the monsters Caliban Tiresias Darklock
- How to debug a method taking a variable list of arguments? Ben Greear
- Twisted Reality claw@kanga.nu
- ADMIN: Searching on MUD-Dev archives claw@kanga.nu
- Object Obsolescence [ WAS: thoughts on game economies ] Shawn Halpenny
- SAR Adam Wiggins
- speed problems update Matthew Mihaly
- speed problems update Quzah [softhome]
- ADMIN: NoMail Subscriptions -- please reconfigure J C Lawrence
- Fwd: Books on Compilers Caliban Tiresias Darklock
- UM2 Greg Munt
- 3D Anarchy Adam Wiggins
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Jon Leonard
- Properties of computer languages Mark Gritter
- Properties of computer languages Cynbe ru Taren
- Properties of computer languages Travis S. Casey
- Properties of computer languages David95037@aol.com
- Properties of computer languages Travis S. Casey
- Properties of computer languages Hans-Henrik Staerfeldt
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Joey Hess
- Properties of computer languages Chris Gray
- Properties of computer languages David95037@aol.com
- Properties of computer languages Adam Wiggins
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Mik Clarke
- Different approaches? Dani Dumitrescu
- Different approaches? Koster, Raph
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- i got's a question for yall on the best way to do something.. Marc Hernandez
- i got's a question for yall on the best way to do something.. Jim Clark
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- Game Design [Simulation] Justin Lockshaw
- MUD-Dev digest, Vol 1 #105 - 12 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #105 - 12 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #105 - 12 msgs Chris Gray
- MUD-Dev digest, Vol 1 #105 - 12 msgs Mik Clarke
- MUD-Dev digest, Vol 1 #105 - 12 msgs Hans-Henrik Staerfeldt
- A little off topic - anyone receiving multiple copies of list mail? Charles Hughes
- Role playing and Multiple Goals John Bertoglio
- Critiquing Muds Marian Griffith
- Critiquing Muds Koster, Raph
- Critiquing Muds Travis Casey
- Critiquing Muds Marian Griffith
- Critiquing Muds Travis Casey
- Critiquing Muds Caliban Tiresias Darklock
- Critiquing Muds Marian Griffith
- Critiquing Muds Jon A. Lambert
- Critiquing Muds Koster, Raph
- Critiquing Muds Matthew Mihaly
- Critiquing Muds Koster, Raph
- Critiquing Muds Damion Schubert
- Critiquing Muds Ola Fosheim Grøstad
- Critiquing Muds Michael Willey
- Critiquing Muds Jon A. Lambert
- MUD-Dev: An apology J C Lawrence