<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: skill system --> <!--X-From-R13: Oqnz Ivttvaf <nqnzNnatry.pbz> --> <!--X-Date: Thu, 18 Jun 1998 14:50:14 -0700 --> <!--X-Message-Id: Pine.SGI.3.96.980618143040.12168D-100000#zazu,angel.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 35841ADB.2072#dial,pipex.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: skill system</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:adam#angel,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01129.html">Previous</a> | <a href="msg01131.html">Next</a> ] Thread: [ <a href="msg01026.html">Previous</a> | <a href="msg00977.html">Next</a> ] Index: [ <A HREF="author.html#01130">Author</A> | <A HREF="#01130">Date</A> | <A HREF="thread.html#01130">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: skill system</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: skill system</LI> <LI><em>From</em>: Adam Wiggins <<A HREF="mailto:adam#angel,com">adam#angel,com</A>></LI> <LI><em>Date</em>: Thu, 18 Jun 1998 14:46:22 -0700 (PDT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sun, 14 Jun 1998, Richard Woolcock wrote: > Adam Wiggins wrote: > > Yes, anyone can attempt to dress up like Kilgoth and masquerade as him. > > Interesting, but it wasn't quite the point I was aiming at. What I originally > mean't was multiple identities each with their own reputations as well as > appearances. This, of course, depends on how much reputation you store on the individual memory and how much you leave to the players behind the characters. We *do* store reputation, as a matter of fact (for both NPCs and PCs, although it has a lot more effect on NPCs, since that's the only way they have to judge someone). If someone identifies you as Kilgoth, you *are* Kilgoth for all intents and purposes. Thus if you attack someone who believes your are Kilgoth, it is one and the same with the "real" Kilgoth doing it. One thing we do not currently have, and this may be a rather major shortcoming, is retroactive modifications. That is, Bubba, who is masquerading as Kilgoth, attacks Boffo. Boffo now thinks that Kilgoth is a big jerk, but has an unchanged oppinion of Bubba. Should Buffy emerge and yank off Bubba's false beard, by all rights Boffo's oppinion of Kilgoth should return to what it was before the attack, and he should transfer those bad vibes over to his oppinion of Bubba. This situation shouldn't be *too* difficult to handle (just modifying the "id" field of a few memory nodes is no big deal), but actually determining *when* Bubba's masquerade began could be tough. Sure, if Bubba (disguised as Kilgoth) leapt out of nowhere and you hadn't seen either Bubba or Kilgoth for a week, it should be fairly straightforward - modify all memories starting from when you first saw faux-Kilgoth/Bubba today. But what if you were chatting with Kilgoth in the local pub when he excused himself for a moment, and then Bubba showed up in his Kilgoth outfit? Players may well sort this out (Kilgoth would reveal that Bubba knocked him on the head when he was in the toliet), but it's a bit difficult to extract this from the conversation and then apply this to the memories. > I know your system allows labels to be set on individuals, but > might you label someone twice, once for each 'identity', not knowing that they > were in fact two separate people? Yes. Identities and people have a many-to-many relationship. Each player has a list of identities. There may be 50 identities mapping to one player just in different outfits, but they would also identify Bubba and his 49 "children" from the cloning vat as the same person, as long as they were never seen together. Generally a identities enjoy a one-to-one relationship with the character they identify, but this isn't always true. > When you dress up like Kilgoth, do you gain his reputation? His local reputation. We have no "global" reputation, persay, although people may carry many memories and identities of people they've never met but heard about or seen on wanted posters or seen on TV. Once someone identifies you as someone, you *are* that person as far as they are concerned. Note that this is always on an individual basis. Ie, Bubba in the guise of Kilgoth could be having lunch with two people. One person knows both Kilgoth and Bubba, but is aware that they are speaking with Bubba in a funny disguise. The other knows them both, as well, but is fooled by the disguise and believes they are speaking to Kilgoth. The "real" Kilgoth here is irrelevant; in theory the real Kilgoth could be dead and Bubba could masquerade as him forever without anyone ever knowing. (perfect example is Princess Bride and the Dread Pirate Roberts) > If, while dressed up as him, you acted like a complete idiot, > would this effect Kilgoth next time he logged on? Absolutely. Again: once you are identified as someone, you become them completely as far as the person doing the identifying is concerned. >I'm not just talking about > two people looking similar, I'm talking about potentially perfect disguises. A perfect disguise and the "real item" are completely identical under our system. In fact, there is no such thing as a "real" identity; they are all just arbitrary labels applied to some person (or anything, actually). Consider: Bubba, dressed as Kilgoth, introduces himself to Buffy as Kilgoth. She believes him, never having met either Bubba or Kilgoth. Later on she meets the "original" Kilgoth. She may think they are the same person, or she may note the differences and identify Kilgoth as a fake. Or, she may just chalk it up to luck, saying, "That's funny, I know another guy named Kilgoth that dresses just like you...are you some kind of groupie?" Adam W. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01026" HREF="msg01026.html">[MUD-Dev] Re: skill system</A></STRONG> <UL><LI><EM>From:</EM> Richard Woolcock <KaVir#dial,pipex.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01129.html">[MUD-Dev] OT: Ack!</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01131.html">[MUD-Dev] Re: Prescience Rules? [Previously submitted under wrong thread :( ]</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01026.html">[MUD-Dev] Re: skill system</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00977.html">[MUD-Dev] Mud-time vs real-time (was Re: skill system)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01130"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01130"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: skill system</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00990" HREF="msg00990.html">[MUD-Dev] Re: skill system</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 12 Jun 1998, 00:59 GMT <UL> <LI><strong><A NAME="00991" HREF="msg00991.html">[MUD-Dev] Re: skill system</A></strong>, Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Fri 12 Jun 1998, 02:33 GMT <LI><strong><A NAME="01012" HREF="msg01012.html">[MUD-Dev] Re: skill system</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 12 Jun 1998, 23:51 GMT <LI><strong><A NAME="01026" HREF="msg01026.html">[MUD-Dev] Re: skill system</A></strong>, Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 14 Jun 1998, 10:46 GMT <LI><strong><A NAME="01130" HREF="msg01130.html">[MUD-Dev] Re: skill system</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 18 Jun 1998, 21:50 GMT </LI> </LI> </LI> </LI> </UL> </LI> </ul> </ul> <LI><strong><A NAME="00977" HREF="msg00977.html">[MUD-Dev] Mud-time vs real-time (was Re: skill system)</A></strong>, Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Thu 11 Jun 1998, 21:44 GMT <UL> <LI><strong><A NAME="00980" HREF="msg00980.html">[MUD-Dev] Re: Mud-time vs real-time (was Re: skill system)</A></strong>, T. Alexander Popiel <a href="mailto:popiel#beldin,snugharbor.com">popiel#beldin,snugharbor.com</a>, Thu 11 Jun 1998, 22:03 GMT </LI> <LI><strong><A NAME="00985" HREF="msg00985.html">[MUD-Dev] Re: Mud-time vs real-time (was Re: skill system)</A></strong>, Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Thu 11 Jun 1998, 23:24 GMT <UL> <LI><strong><A NAME="00987" HREF="msg00987.html">[MUD-Dev] Re: Mud-time vs real-time (was Re: skill system)</A></strong>, Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Fri 12 Jun 1998, 00:17 GMT </LI> </UL> </LI> </UL> </LI> </ul> </ul> </ul> </ul> </ul> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>