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<H1>Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</LI>
<LI><em>From</em>: Darren Henderson &lt;<A HREF="mailto:darren#jasper,somtel.com">darren#jasper,somtel.com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 6 Jun 1999 23:29:39 -0400 (EDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sun, 6 Jun 1999, Matthew Mihaly wrote:

&gt; Ahh. See, as I explained, issues like "realism" are expendable as far as
&gt; Achaea's combat goes. All these "shoulds" you have don't make a lot of
&gt; sense to me, unless you assume that everyone's mud is essentially the
&gt; same. I'm starting to be sorry I ever attempted to explain our combat
&gt; system, as there seems to be no understanding of it, and lots of
&gt; misunderstanding (maybe my fault for not explaining it well enough).

No, I think I understand it, if not in the specifics then in the
character. While I can not honestly say I like what you've described its
great that you have it and are enjoying it.

As it has come across to me, you have a combat system thats not reality
based (not that "reality based" means squat in the world of muds but
taking it to mean anything at all goes), has a lot of possible combat
commands that must be entered rapidly thus requiring a grade A connection
and access to a good mud client, that generates a ton of screen output,
that people pay to play and whom you charge cash for skills/stats (though
through an MLM type format they can get free points).

I think all of us are aware of a range of combat possibilities. From the
story tellers who act it, to the rpg'rs who role dice, to the typical
rounds based skills/stats oriented systems to the Everquests, to the
Quake's and beyond.

My point, if there was one at all I guess was that simply dismissing the
idea presented previously by saying that it won't work because people
would just keep hitting their heal potion button until healed (not exact
words but the gist) is being rather short sited. I was just pointing out
that instead things could be arranged so there was actually an increase in
complexity. That I discribed that complexity in more "realistic" terms may
point at my paticular bias but it could be handled in another of other
ways, (health potions, though they heal you, slow you down a bit for
awhile for example...any number of things). Complexity seemed to be
one of the things you prized.

Apologies if I've mischarcterized anything, the number of posts to this
lists don't always allow me to give all the messages as much consideration
as they may warrant.

______________________________________________________________________
Darren Henderson                              darren#jasper,somtel.com

                   Help fight junk e-mail, visit <A  HREF="http://www.cauce.org/">http://www.cauce.org/</A>



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<LI><STRONG><A NAME="00549" HREF="msg00549.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo#best,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00520" HREF="msg00520.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 05 Jun 1999, 03:02 GMT
</LI>
<LI><strong><A NAME="00546" HREF="msg00546.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 06 Jun 1999, 19:22 GMT
</LI>
</ul>
<LI><strong><A NAME="00522" HREF="msg00522.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Darren Henderson <a href="mailto:darren#jasper,somtel.com">darren#jasper,somtel.com</a>, Sat 05 Jun 1999, 03:10 GMT
<UL>
<LI><strong><A NAME="00549" HREF="msg00549.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 06 Jun 1999, 19:47 GMT
<LI><strong><A NAME="00559" HREF="msg00559.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Darren Henderson <a href="mailto:darren#jasper,somtel.com">darren#jasper,somtel.com</a>, Mon 07 Jun 1999, 03:30 GMT
</LI>
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</UL>
</LI>
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</ul>
<LI><strong><A NAME="00477" HREF="msg00477.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 04 Jun 1999, 09:41 GMT
<UL>
<LI><strong><A NAME="00495" HREF="msg00495.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 04 Jun 1999, 21:23 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00457" HREF="msg00457.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 03 Jun 1999, 16:00 GMT
<UL>
<LI><strong><A NAME="00465" HREF="msg00465.html">Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)</A></strong>, 
Matthew Mihaly <a href="mailto:sarapis#achaea,com">sarapis#achaea,com</a>, Thu 03 Jun 1999, 21:40 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
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</UL></BLOCKQUOTE>

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