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30676: Re: [MUD-Dev] SOC DGN - Spawn locations
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From: J C Lawrence <claw@kanga.nu>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 25 Aug 2004 00:50:26 -0400
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
On Wed, 25 Aug 2004 04:25:19 +0200
hrose <hrose@tiscali.it> wrote:
> Brian Hook wrote:
>> On Tue, 24 Aug 2004 15:18:54 -0500, Matthew Rick wrote:
> A better solution is about making the mobs spawn anyway but with a
> "cool off" timer. So that a player will be aware that the mob is
> spawing under his feet and will be able to move elsewhere if so he
> chooses.
I simply dislike the ideas of mobs spawning in predictable fashions.
Yeah, I know that in the end it simply maps to an object
instantiation plus frippery, but in the subjective sense it reeks of
overly tasteless efficiency. There's not only no story in it,
there's a brutal disregard for any attempt to have either story or
pseudo-reality. At least in the old reset-based MUDs when the world
reset, yeah, it was crude and mechanical, but it was also episodic
and thus referenced well known prior repetitive nouns. Even
Mirrorworld had a little man in a white coat who ran about closing
all the doors, resetting all the locks, etc. Pitiful in any grand
engineering sense, but quirky, charming and even fun in its own
right.
These days I'm most attracted to Arras' breeding NPC populations.
It could be most interesting to see Trollish mating and birthing
rituals rendered with game-significant GoP ties in a GoP game.
--
J C Lawrence
---------(*) Satan, oscillate my metallic sonatas.
claw@kanga.nu He lived as a devil, eh?
http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live.
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