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22503: [MUD-Dev] Time Theory
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From: "David C.Z. Wacks" <david@dreamzion.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 12 Mar 2002 08:44:40 -0700 (MST)
References: [1]
Organization: Kanga.Nu
I have been playing with Time and Events and wanted to get some
usage and thoughts from the group. I am soliciting as much input as
possible as this make a huge playability difference.
Some problems I see with mud time:
1. day/evening go by very quickly. no real advantage for
daytime/nocturnal creatures. e.g. drow/vampires that are harmed by
daylight
2. Hard for the player to understand or even care about timings/
months/ events/ etc
3. no synchronization to real world events
4. time has no real meaning other than when shops open/close
I am toying with the idea of keeping ticks for events
(healing/combat/etc) but using real time to synch mud time. so 1
day=1 day
The only real problem I see is using aging affects or time elapse
events.
I have quite a bit specc'd out but wanted a sanity check as well as
other ideas.
Thanks,
Sardon
http://www.dreamzion.com
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