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16104: Re: [MUD-Dev] Permadeath or Not?

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From: Travis Casey <efindel@earthlink.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 14 Dec 2000 09:47:17 -0500
References: [1] [2] [3] [4] <-newest
Organization: Kanga.Nu
Wednesday, December 13, 2000, 12:42:29 PM, Jeff Freeman <skeptack@antisocial.com> wrote:
> At 04:53 PM 12/12/00 -0500, Travis Casey wrote:
>>Tuesday, December 12, 2000, 3:14:02 AM, Madrona Tree
>><madronatree@hotmail.com> wrote:

>>> Brad stated elsewhere in this thread that they want people to "go
>>> through" a dungeon.  Problem being that you can't,
>>> really... because when the mobs at the beginning are blue/white to
>>> you, the mobs in the middle are Red... and conversely, when the
>>> mobs at the end are the "right" level for you to fight, the mobs
>>> at the beginning are so low that they don't attack you.  So what
>>> happens is people find a spot that is right for them, and sit
>>> there and wait for mobs to spawn.

>> You're making assumptions about the design of "dungeons" here --

> No, she's making observations about the design of dungeons in
> EverQuest.

Possibly -- the way in which it was stated led me to believe that she
meant this about all dungeons, not just EverQuest.  If she is just
talking about EverQuest, then I don't know if she's right or not,
since I've never played EQ.

[Snip further comments about EQ -- if EQ is indeed designed this way,
then I agree that it's a poor design, and the players are just doing
what they have to.]

It seems to me that if EQ is indeed designed this way, that EQ's
designers made a fundamental mistake: they took the dungeon design
method of old paper RPG dungeons without considering the fact that
their environment was not the same as that of a paper RPG.

--
       |\      _,,,---,,_    Travis S. Casey  <efindel@earthlink.net>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)   


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