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30684: Re: [MUD-Dev] SOC DGN - Spawn locations
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From: Paul Schwanz <pschwanz@comcast.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 25 Aug 2004 18:12:55 -0400
References: [1] [2] <-newest
Organization: Kanga.Nu
Sean Middleditch wrote:
> So long as your terrain is fairly interesting, there will always
> be easy ways to introduce monsters so that they don't just pop
> into view.
I've always thought it might be interesting to have players notice
animal "signs" first. This gives additional gameplay options for a
"tracking" skill as well.
> You see wolf tracks heading north west.
So your move northwest until you see other signs indicating a change
in direction or encounter the wolf. Perhaps a more skilled tracker
will be able to tell how far away the wolf is in addition to
direction. Also, if you see dragon tracks heading south and you
know you cannot withstand a dragon attack, you can go north.
And if the code is smart enough, perhaps it could eveb facilitate
Adam's server-balancing idea by creating tracks that lead to
underused zones.
--Paul "Phinehas" Schwanz
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