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<H1>[MUD-Dev] Graphic MUDS/Ultima Online</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Graphic MUDS/Ultima Online</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 5 Aug 1997 13:48:45 -0500</LI>
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<PRE>
Another belated reply... lots of snippage.

On Thursday, July 31, 1997 2:13 PM, Matt 
Chatterley[SMTP:root#mpc,dyn.ml.org] wrote:
&gt; On Wed, 30 Jul 1997, Koster, Raph wrote:
&gt; &gt; I hadn't ever thought of regarding equipment limits as a way of 
saving
&gt; &gt; game state. It is, of course. But naturally it has so many 
limitations
&gt; &gt; and issues with it that it doesn't really address the underlying
&gt; &gt; reasons to save game state in any significant way...
&gt; Yup. It also only makes sense in certain situations and from 
certain
&gt; angles. A plain "There can be only 12 shortswords made of Fredium in 
the
&gt; world at one time!" doesn't work. "There is only enough Fredium at 
any one
&gt; time to MAKE 12 shortswords!" is better. Limiting for 'unique' items 
is a
&gt; rather more obvious way to apply this.

This is what we do in UO. We track raw materials and even abstract 
qualities (spookiness, for example, there's only a fixed amount of 
spooky stuff in the world). and have a fixed total in the world (well, 
fixed except that it increases as playerbase increases). We call these 
"resources" and we also base our AI on them.

&gt; Not sure why saving corpses is particularly useful. ;) I intend to 
have
&gt; them rot slowly, be buried, traded for cash, chopped up for food,
&gt; skinned.. but they will probably not save over physical reboots. Why 
not?
&gt; Partly for efficiency reasons (think how many corpses you could have 
if
&gt; they took a long time to rot!).

Well, a good reason to do it is that players bitch a lot if the mud 
goes down between a death and corpse recovery, because they lose all 
their items. :) That is, at least, the reason I have always seen given 
on Dikus for doing it.

-Raph


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<li><strong><A NAME="00502" HREF="msg00502.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="00409" HREF="msg00409.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
<li><strong><A NAME="00405" HREF="msg00405.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Graphic MUDS/Ultima Online</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00599" HREF="msg00599.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 15 Aug 1997, 06:56 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00519" HREF="msg00519.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 13 Aug 1997, 16:02 GMT
</LI>
<LI><strong><A NAME="00531" HREF="msg00531.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 00:37 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00319" HREF="msg00319.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 01 Aug 1997, 01:54 GMT
</LI>
</ul>
<LI><strong><A NAME="00399" HREF="msg00399.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 01:49 GMT
<UL>
<LI><strong><A NAME="00405" HREF="msg00405.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:31 GMT
<UL>
<LI><strong><A NAME="00503" HREF="msg00503.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 23:38 GMT
<UL>
<LI><strong><A NAME="00515" HREF="msg00515.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 13 Aug 1997, 06:30 GMT
<UL>
<LI><strong><A NAME="00541" HREF="msg00541.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 14 Aug 1997, 03:25 GMT
</LI>
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