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<H1>Re: [MUD-Dev] Integrating PK</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Integrating PK</LI>
<LI><em>From</em>: "Huibai" &lt;<A HREF="mailto:ashen#pixi,com">ashen#pixi,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 26 Jun 1997 16:34:10 -1000</LI>
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<PRE>

A few comments on your (interesting!) list, Brandon:

: Brandon Cline so eloquently stated:

:    Anonyimity;
:     Standardized personal descripts, (hair color, length,
:                                                            eye color etc)

Agreed - but also I'm implementing the 'introduce'-like
"name" handling in the client, for either tagging a name
to someone or knowing them by the name they give.

:     Layered eq visibility (Pc and NPC alike)

YES!  A point I am adamant about.  Instead of "look at
brandon" and seeing his Sword of Doom +3, Gloves of
Giant Mauling, Secret Armour of the Ages, etc., I can
only see &lt;A sword and plenty of armour&gt; or &lt;A sword
 and only a shield&gt; or &lt;No weapon but tons of armour&gt;

I've moved standard 'short descriptions' to just a good
handling name, with 'medium descs' now taking over the
old short-desc job.  Shorts can be expected to logically
fit into any sentence as a handle, while mediums can
be expected to fit into a sentence as a fairly unique
identifier.  Objects in the same environment get to see
mediums, while objects in equal effective environments
only get to see shorts.

:     Non-automatic pc name visibility

only the who list involuntarily, and voluntary tells/pages.

:  Combat system:
:  Wound based instead of hp, allows for more 
:  non-deadly battles.

I'm now leaning towards sending the dying party straight
to unconsciousness (except for 1/10 or so chance of 
accidental kill) so that deathstrokes must be deliberate.
Based on the greatest damage type (bash/cut/thrust/
magic) you could then assign a wound as something
that would need taking care of before you could get back
to being your old, alive, hoppity self.

: Sight, soun, smell, taste and touch have different ranges.

I'm routing smell through the sound functions; I am not
going with a true coord system, so taste and touch have
no use for me...

: Ranged combat.

I've played mostly sci-fi muds and am therefore retarded
for implementations beyond the one I have in mind.  Any
special extra this depends on? or does it become possible
solely through use of coord-based ranges?

: Less support for invasive player social commands:
:  Tell, who, shout, etc...bleh, replace with something realistic

For example, eliminate 'tell' altogether *grin*.  Let the player 
pay out some cold cash for a "page" (lowly runner-boy NPC)
to run and 'summon' your intended contact.  Example:
John:
&gt; page brandon
The urchin accepts your coins and runs off to find Brandon.
&lt;boy compares his coords to target's, selects highway, runs&gt;
Brandon:
A street urching arrives panting heavily.  He says to you,
"A short dwarf wants to see you at the tavern in Goodtown."
The poor kid lies down for a nap.

: Now, I could go into a long discusion why I think some or all
: of this would help to counter abusive players without restricting
: all the players of the game to non-realistic "game" rules.

Very much agreed... with 'real' people harder to find (and there-
for relatively few and far between), I think personal contacts 
would be initially more friendly &amp; relieved than the usual once-
over "how good is he _really_?" look.  Such an environment
can only help steer away from the common squabbles that
are bound to occur but seem to reach beyond their scope in
hostility that arises.

-John G.

</PRE>

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<li><strong><A NAME="01546" HREF="msg01546.html">[MUD-Dev] Integrating PK</A></strong>
<ul compact><li><em>From:</em> Brandon Cline &lt;brandon#merlin,sedona.net&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01538" HREF="msg01538.html">Hardcore server design</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 26 Jun 1997, 22:35 GMT
<LI><strong><A NAME="01516" HREF="msg01516.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 26 Jun 1997, 11:23 GMT
<UL>
<LI><strong><A NAME="01520" HREF="msg01520.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 26 Jun 1997, 13:33 GMT
</LI>
<LI><strong><A NAME="01525" HREF="msg01525.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 26 Jun 1997, 14:10 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01545" HREF="msg01545.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Fri 27 Jun 1997, 09:28 GMT
<UL>
<LI><strong><A NAME="01546" HREF="msg01546.html">[MUD-Dev] Integrating PK</A></strong>, 
Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Fri 27 Jun 1997, 11:34 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01556" HREF="msg01556.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 27 Jun 1997, 21:48 GMT
</LI>
<LI><strong><A NAME="01569" HREF="msg01569.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Sat 28 Jun 1997, 12:13 GMT
<UL>
<LI><strong><A NAME="01575" HREF="msg01575.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></strong>, 
Brandon Gillespie <a href="mailto:brandon#roguetrader,com">brandon#roguetrader,com</a>, Sat 28 Jun 1997, 22:54 GMT
</LI>
</UL>
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</UL>
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</UL></BLOCKQUOTE>

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