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<H1>Re: [MUD-Dev] Re: Family, was characters per account</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] Re: Family, was characters per account</LI>
<LI><em>From</em>: Kevin Scott London &lt;<A HREF="mailto:london#cs,utk.edu">london#cs,utk.edu</A>&gt;</LI>
<LI><em>Date</em>: Tue, 11 Apr 2000 17:53:15 -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 Tue, 11 Apr 2000, Phillip Lenhardt wrote:

&gt; One issue with open-scripting is that the scripting language must enforce
&gt; enough coding style that poor scripters can understand the work of good
&gt; scripters. Even better would be for the langauge to enforce a reasonable
&gt; level of configurability so that adapting a script is easy as well.
&gt; 

Personally I think the bigger problem would be the world itself.  For
example Realms of Despair currently has anywhere from 300-500ish people
playing at anyone time.  Now if people were "always" logged on this would
grow to 5000+ which of course is going to hit your processor a bit ;)  But
since processors are so powerful and memory is cheap that isn't too big of
concern.  My concern would be that people that did want to play would have
many problems.  For example bringing up the killing bunny for experience
mentioned before, what happens when you login and you can't kill any of
those bunnies because there are 500 "players" scripted to kill them.  Or
you want this piece of equipment but can never kill the mob because
100 other people want it too, but they used scripts.  Or imagine the admin
problems, dealing with "problem" players that are really just scripts.
And of course the list of problems I can see can go on and on.  Now maybe
you could get by with some sort of code to take care of those problems,
but I believe this idea would end up making a mud where people script to
level their characters, which means they only login to change the script
and then characters are more objects than a player, which I think would
remove any roleplaying aspects in the game, and make it a strictly slash
and hack to get better eq.  Even more than alot of muds already are,
I will be the first to admit that Realms of Despair would be lumped into a
hack and slash type mud and I believe we are working towards making it
less so.  Anyway, just a few thoughts I had on the topic.

Kevin London




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<LI><STRONG><A NAME="00177" HREF="msg00177.html">Re: [MUD-Dev] Re: Family, was characters per account</A></STRONG>
<UL><LI><EM>From:</EM> Phillip Lenhardt &lt;philen#ans,net&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Family, was characters per account</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00151" HREF="msg00151.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 11 Apr 2000, 06:06 GMT
<UL>
<LI><strong><A NAME="00164" HREF="msg00164.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Phillip Lenhardt <a href="mailto:philen#ans,net">philen#ans,net</a>, Tue 11 Apr 2000, 18:07 GMT
<UL>
<LI><strong><A NAME="00168" HREF="msg00168.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Tue 11 Apr 2000, 18:10 GMT
<UL>
<LI><strong><A NAME="00177" HREF="msg00177.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Phillip Lenhardt <a href="mailto:philen#ans,net">philen#ans,net</a>, Tue 11 Apr 2000, 21:26 GMT
<UL>
<LI><strong><A NAME="00184" HREF="msg00184.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Kevin Scott London <a href="mailto:london#cs,utk.edu">london#cs,utk.edu</a>, Tue 11 Apr 2000, 22:06 GMT
</LI>
</UL>
</LI>
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</LI>
<LI><strong><A NAME="00180" HREF="msg00180.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 11 Apr 2000, 21:25 GMT
<UL>
<LI><strong><A NAME="00183" HREF="msg00183.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Tue 11 Apr 2000, 21:51 GMT
</LI>
<LI><strong><A NAME="00185" HREF="msg00185.html">[MUD-Dev] Re: Family, was characters per account</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 11 Apr 2000, 22:06 GMT
<UL>
<LI><strong><A NAME="00188" HREF="msg00188.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Wed 12 Apr 2000, 01:09 GMT
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