April 2001
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Daniel.Harman@barclayscapital.com
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Derek Licciardi
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Auli
- Room Searching Jared
- Room Searching shren
- Room Searching Travis Casey
- Room Searching Eli Stevens
- Room Searching Derek Licciardi
- Room Searching Adam Martin
- Room Searching Hans-Henrik Staerfeldt
- Room Searching Daniel.Harman@barclayscapital.com
- Room Searching David Bennett
- Sims Online -- WAS: MUD-Dev digest, Vol 1 #301 - 15 msgs Zak Jarvis
- Mera '01 report Cassandra
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Cassandra
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) McQuaid, Brad
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Derek Licciardi
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Jim S
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Freeman, Jeff
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Vincent Archer
- www.innbetweenworlds.com Klimon, Ian
- MERA '01 followup: Success critera Zak Jarvis
- MUD-Dev digest, Vol 1 #303 - 17 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- MUD-Dev digest, Vol 1 #303 - 17 msgs John Buehler
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- ADMIN: HTML email, the reasons against J C Lawrence
- Need for a departure from reality? Matt Mihaly
- Broken Economies (was Learning about MUDs) geoffrey@yorku.ca
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- Broken Economies (was Learning about MUDs) Timothy Dang
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- Broken Economies (was Learning about MUDs) Derek Licciardi
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- Balancing Melee vs Ranged Combat in Games Which Model Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space Zak Jarvis
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Mod el Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space Philip
- Balancing Melee vs Ranged Combat in Games Which Model Space Hal Bonnin
- Balancing Melee vs Ranged Combat in Games Which Model Space Kwon Ekstrom
- Balancing Melee vs Ranged Combat in Games Which Model Space rayzam
- RE:The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- Sv: Balancing Melee vs Ranged Combat in Games Which Model Space Nicolai Hansen
- ADMIN: Subject header maintenance (was: Broken currencies) J C Lawrence
- Broken currencies Matt Mihaly
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- Broken currencies Koster, Raph
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- Broken currencies Michael Dekker
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- Broken currencies Timothy Dang
- [DGN] Balancing Melee vs Ranged Combat in Games Which Model Space Ananda Dawnsinger
- Broken currencies Matt Mihaly
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
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- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Dave Rickey
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) F. Randall Farmer
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- The Monad (was: Broken Economies) shren
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- Tracking Hulbert, Leland
- Tracking Mordengaard
- Tracking Sanvean
- Tracking Ryan P.
At 12:01 PM 4/5/2001 -0500, Hulbert, Leland wrote:
> Does anyone have ideas on a fairly simple way to allow tracking in a
> MUD? I have an idea, but was looking for other options.
I had thought that if I were to implement tracking in my mud, which I
haven't gotten around to yet, was to store the information in the room
itself.
> My first idea was to make anyone leaving a room automatically drop a
> 'track' object. This object would have some strength attribute, so
> that an elephant would leave a Str-1000 Track, a person maybe a
> Str-25 Track, while a mouse would leave a Str-10 Track. All Tracks
> would have their Str erode at some rate, I'm not sure whether a
> linear or geometric rate would be appropriate. Some conditions
> would change the Str of Tracks left behind. A muddy floor would
> double the Str of a Track, where a flowing stream would possibly
> destroy a Track immediately.
This seems to me to be a huge waste of object space and memory.
Although it's possible that the system I use may cause for some large
arrays or mappings (if you're using MudOS), you may allow only a
certain number of tracks in each direction to remain. I don't think
it's realistic to say, "Bubba went left from here." rather something
like "There are very fresh shoe-prints that lead west from here, and
some slightly dry mouse tracks that lead east from here." Depending on
their skill would determine what they could see. It's probably best to
do this in an array though, and if there are many human tracks going
in the same direction, clump them into one array and say "Many
footprints lead east from here." As well, you're idea of an elephant
overriding a human's tracks is a good idea (as long as they headed in
the same direction).
> The Tracking skill would give a player the ability to see these
> objects. The level of skill would determine the threshold of Str
> that a player can see. A player with a skill level of 10, would
> have no problem spotting the elephant, would see people tracks for a
> short time, and would have some small chance of noticing the mouse
> tracks.
I think you should use a system where there are percentages. The skill
shouldn't always be activated (unless, perhaps, the tracks are very
obvious). So if they track once, they may not find anything, but
tracking again reveals some human tracks.
> I'm sure I'll need to tweak the numbers to make a reasonable skill,
> but that's my basic plan. I'm wondering how long Tracks should
> last, on average, and whether it would be appropriate to eliminate
> Tracks when the person who dropped them is off line.
The tracks could last as long as you want, I suppose. In fairly dry
weather I would say several mud hours. If it was wet and muddy perhaps
6-8 mud hours. I can't say I'm an expert tracker, so I wouldn't really
know. As far as people who went offline, I'd say to leave the tracks
anyway. Although it may be confusing to a player who follows someone
to the ends of their tracks and finds no one, there could be many
possibilities. Perhaps the person was a mage and teleported out of
there, that would certainly leave no tracks. Getting rid of the
tracks would mean you would have to recursively remove the tracks from
all the rooms as well, which could get CPU intensive.
As a side note, there are many other things to track by than merely
footprints. For example, I believe deer hunters look out for things
like broken twigs, perhaps upturned rocks by a river (so they are
muddy/wet on one side whereas the other rocks are dry on top). Any
water that's more than waste deep should be pretty much untrackable
through though.
Hope that helped,
--Ryan - Tracking Shawn L Johnston
- Online Games get an overview Koster, Raph
- [DGN] Money supply in game economies (formerly Brok en economies) Daniel.Harman@barclayscapital.com
- [DSG] Concrete idea behind currency (was: The Monad and Broken Economies) Paul Schwanz
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- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
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- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
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- [BIZ] Advertising sprawl (yahoo) J C Lawrence
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- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Caliban Tiresias Darklock
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
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- [BIZ] Advertising sprawl (yahoo) Travis Casey
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- [BIZ] Advertising sprawl (yahoo) Vincent Archer
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- RG Interview Cassandra
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- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
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- [DESIGN] Economy goals (was: Broken currencies) Derek Licciardi
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- Curtailing the 'Super-Rich Effect' Bob McFakename
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- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Phillip Lenhardt
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- Curtailing the 'Super-Rich Effect' Mordengaard
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Curtailing the 'Super-Rich Effect' Trump
- Curtailing the 'Super-Rich Effect' Daniel.Harman@barclayscapital.com
- Curtailing the 'Super-Rich Effect' Dave Rickey
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- Movie grosses Matt Mihaly
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- Movie grosses Matt Mihaly
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- TECH: Distributed Muds Bobby Martin
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- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Derek Snider
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- TECH: Distributed Muds Eli Stevens
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- TECH: Distributed Muds Chris Gray
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- TECH: Distributed Muds Christopher Kohnert
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- TECH: Distributed Muds Jon Lambert
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- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds John Buehler
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- TECH: Distributed Muds Chris Gray
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- TECH: Distributed Muds J C Lawrence
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- [DESIGN] Economic & Currency Solutions Phillip Lenhardt
- Curtailing the 'Super-Rich' Effect Bob McFakename
- Curtailing the 'Super-Rich' Effect Daniel.Harman@barclayscapital.com
- TECH: Flash Crowds and overflow control Gavin Doughtie
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Vincent Archer
- TECH: Flash Crowds and overflow control Koster, Raph
- TECH: Flash Crowds and overflow control J C Lawrence
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Justin Rogers
- BUSINESS: I need Online Gaming Revenue Projections. F. Randall Farmer
- [DESIGN] Economic & Currency Solutions Vincent Archer
- [DESIGN] Economic & Currency Solutions Timothy Dang
- [DESIGN] Economic & Currency Solutions Taylor Daynes
- [DESIGN] Economic & Currency Solutions Vincent Archer
- ADMIN: Moving... J C Lawrence
- UO and eBay figures Koster, Raph
- MUD for sale Chris Gray
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- ADMIN: The move and current status J C Lawrence
- Virtual Suicide (Was: Money supply in game economies) Martin Burke
- TECH: Java ARMI Bobby Martin
- TECH: AmigaMud DB questions Bruce
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- TECH: AmigaMud DB questions Chris Gray
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- Kuro5hin: What can games teach us about human-computer interaction? J C Lawrence
- Review of Galactic Emperor: Succession in LumTheMad's Forums Christopher Allen
- [BIZ] New EQ Expansion Daniel.Harman@barclayscapital.com
- Twisted Python J C Lawrence
- [TECH] Distributed MUD Kwon Ekstrom
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- EQ: what makes a zone interesting? Frank Crowell
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- EQ: what makes a zone interesting? shren
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? Elia Morling
- Imaginary Realities - April 2001 David Bennett
- [BIZ][TECH] worlds.com gets patent bruce@puremagic.com
- [BIZ][TECH] worlds.com gets patent Jessica Mulligan
- [BIZ][TECH] worlds.com gets patent Bruce
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Kwon Ekstrom
- [BIZ][TECH] worlds.com gets patent John Robert Arras
- [BIZ][TECH] worlds.com gets patent Jon Lambert
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Travis Nixon
- [BIZ][TECH] worlds.com gets patent Marian Griffith
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Dave Rickey
- [BIZ][TECH] worlds.com gets patent Derek Licciardi
- called shots Josh Rollyson
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- called shots Mordengaard
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- called shots Travis Casey
- called shots Travis Casey
- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Dominic J. Eidson
- TECH: reliablity (was: Distributed Muds) Bruce
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- TECH: reliablity (was: Distributed Muds) Alex
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- TECH: reliablity (was: Distributed Muds) Derek Snider
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- TECH: reliablity (was: Distributed Muds) John Buehler
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