December 2003
- DGN - Method of controling NPC's. Tony Hoyt
- DGN - Method of controling NPC's. J C Lawrence
- DGN - Method of controling NPC's. Sean Middleditch
- DGN - Method of controling NPC's. Vincent Archer
- DGN - Method of controling NPC's. Sheela Caur'Lir
- First Everquest Server Closure? Daniel.Harman@barclayscapital.com
- First Everquest Server Closure? Daniel.Harman@barclayscapital.com
- First Everquest Server Closure? Vincent Archer
- Game Designer and Senior Engineer Positions Adam Carpenter
- Spike TV"s Video Game Awards Michael Tresca
- Spike TV"s Video Game Awards Zach Collins {Siege}
- Spike TV"s Video Game Awards Rayzam
- Spike TV"s Video Game Awards Otis Viles
- Spike TV"s Video Game Awards Michael Tresca
- Spike TV"s Video Game Awards Daniel Anderson
- R: DGN - Method of controling NPC's. Ghilardi Filippo
- MDC 2004 - Call for Speakers mdc-proposals@kanga.nu
- MDC 2004 - Call for Papers mdc-proposals@kanga.nu
- Current State of MMOG's? Chris
- Current State of MMOG's? Jason Murdick
- Current State of MMOG's? Chris
- Current State of MMOG's? Jason Murdick
- Current State of MMOG's? Jeff Crane
- Current State of MMOG's? Sheela Caur'Lir
- Current State of MMOG's? Brian 'Psychochild' Green
- Current State of MMOG's? Scott Jennings
- MUD-Dev Digest, Vol 7, Issue 7 Chanur Silvarian
- Thought Experiment: Permanent Monster Death Brent P. Newhall
- Thought Experiment: Permanent Monster Death Ammon Lauritzen
- Thought Experiment: Permanent Monster Death Nicolai Hansen
- Thought Experiment: Permanent Monster Death John Buehler
- Thought Experiment: Permanent Monster Death Paul Schwanz
- Thought Experiment: Permanent Monster Death ghovs
- Thought Experiment: Permanent Monster Death Chanur Silvarian
- Thought Experiment: Permanent Monster Death J C Lawrence
- Thought Experiment: Permanent Monster Death J C Lawrence
- Thought Experiment: Permanent Monster Death Sheela Caur'Lir
- Thought Experiment: Permanent Monster Death Ben Kirman
- Thought Experiment: Permanent Monster Death Sean Middleditch
- Thought Experiment: Permanent Monster Death Sheela Caur'Lir
- Thought Experiment: Permanent Monster Death Jason Murdick
- Thought Experiment: Permanent Monster Death Scott Jennings
- Thought Experiment: Permanent Monster Death games@anthemion.org
- Thought Experiment: Permanent Monster Death John Buehler
- Thought Experiment: Permanent Monster Death Paul Schwanz
- Thought Experiment: Permanent Monster Death games@anthemion.org
- Thought Experiment: Permanent Monster Death John Arras
- Thought Experiment: Permanent Monster Death Corpheous Andrakin
- Thought Experiment: Permanent Monster Death Edward Glowacki
- Thought Experiment: Permanent Monster Death Sean Kelly
- Thought Experiment: Permanent Monster Death Scion Altera
- Thought Experiment: Permanent MonsterDeath John Buehler
- Utopian World (Removing access to entertainment) Sheela Caur'Lir
- MUD-Dev Digest, Vol 7, Issue 8 Chanur Silvarian
- The Skaff Effect Michael Tresca
- The Skaff Effect Sheela Caur'Lir
- The Skaff Effect Ryan S. Dancey
- MUD-Dev Digest, Vol 7, Issue 9 Chanur Silvarian
- MUD-Dev Digest, Vol 7, Issue 9 Paul Schwanz
- MUD-Dev Digest, Vol 7, Issue 9 Rayzam
From: "Paul Schwanz" <pschwanz@comcast.net>
>> Chanur Silvarian wrote:
>> You missed some of my previous stuff. Yes, this would be true
>> with static spawn points. If there is one thing I object to over
>> any other it is static spawn points. The loot on the creature
>> doesn't cause camping, knowing the precise X, Y, Z coordinate
>> where the thing will spawn does.
>> Logically weighted random spawning is the only way to ever stop
>> camping. By logically weighted I mean that the weighting will
>> cause certain creatures to be more prone to spawn in certain
>> zones/areas but precisely where in that area will never be known
>> without absolute certainty and, with randomness, there is still
>> the small probability of it spawning outside of the "normal" area.
> I'm still not sure why we have it in for camping when players so
> obviously like to camp. Or why we have it in for farming when
> players seem to prefer to farm. Why don't these facts cause us
> instead to come up with better ways to help players enjoy camping
> and farming?
Because I think it's an issue where it's not enjoyed, but felt as
necessary. Some enjoy the control of a resource, ie, owning or
controlling the camp. But standing in the same place until a monster
arrives, and with random drops, killing the same monster many times
to get the 1 item you want from it? That's not enjoyable to most.
rayzam
www.travellingbard.com - MUD-Dev Digest, Vol 7, Issue 9 Tom "cro" Gordon
- MUD-Dev Digest, Vol 7, Issue 9 Freeman, Jeff
- MUD-Dev Digest, Vol 7, Issue 9 Paul Schwanz
- MUD-Dev Digest, Vol 7, Issue 9 Sheela Caur'Lir
- MUD-Dev Digest, Vol 7, Issue 9 Sheela Caur'Lir
- MUD-Dev Digest, Vol 7, Issue 9 Rayzam
- [ANNC] new list for technical discussion Bruce Mitchener
- The Mind's Eye Matt Mihaly
- [BUS] Browser-based games ceo
- Online gamer in China wins virtual theft suit David Durant
- Alternate Level Mechanics (was: ghost mode) Eli Stevens
- FW: Socialization in Online Games Christopher Allen
- Whimsy Patricia Pizer
- TECH Looking for light graphical clients Ian McDonald
- TECH Looking for light graphical clients Mats Lidstrom
- Simulated societies (Thought Experiment: Permanent Monster Death) Ola Fosheim Grøstad
- [BIZ] The Web's New Currency Michael Tresca
- [BIZ] The Web's New Currency Ola Fosheim Grøstad
- [BIZ] The Web's New Currency Chris Duesing