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Re: [MUD-Dev] Vast areas in muds
: From: Mike Sellers <mike#online-alchemy,com>
:>One solution would be to change the game perspective.
:>If your mud recognizes an area as 'vast' then the units
:> of distance per time and resources consumed per
:> time can be increased.
: How do you handle time re-synchronization then? You enter a
: vast, boring desert (NevadaMUD! :) ), traverse it slowly in the
: shape of a tiny stag beetle, and emerge weeks (and a few
: paragraphs of text) later -- only to find that just a few minutes
: have gone by for everyone else.
For now, that kind of objective time passage is what I sacrifice
to the gods of play quality. If two players travel to the same
place, one travelling through the boring desert and one through
the eventful city, the desert wanderer will get there first. I can't
think of any problems this stand has caused so far, with the
possible exception of someone showing up rather quickly to a
summons. But that is a plus in a mud, not to dwell on the
tedium of waiting.
If you orchestrate events through a central game clock, then
maybe you've got something to fear.
-John G.
- Thread context:
- META: Web futures for the list,
JC Lawrence claw#under,Eng.Sun.COM, Tue 20 Jan 1998, 21:05 GMT
- Re: [MUD-Dev] Vast areas in muds,
John G. ashen#pixi,com, Mon 19 Jan 1998, 21:26 GMT
- Summary,
Marian Griffith gryphon#iaehv,nl, Sat 17 Jan 1998, 15:31 GMT
- Re: [MUD-Dev] Re: BUILDERS: Ferries,
Marian Griffith gryphon#iaehv,nl, Sat 17 Jan 1998, 10:40 GMT
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