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22529: Re: [MUD-Dev] Time Theory
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From: Matt Mihaly <the_logos@achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 14 Mar 2002 16:44:30 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Tue, 12 Mar 2002, David C.Z. Wacks wrote:
> 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
Well, that depends on how long your day cycle is surely.
> 2. Hard for the player to understand or even care about timings/
> months/ events/ etc
This hasn't been my experience, at least in Achaea.
> 4. time has no real meaning other than when shops open/close
It means quite a bit in Achaea. Certain rituals can only be
performed at dawn, for instance. Many things are tied to the
changing of the in-game month or year too. Players definitely keep
track of in-game time, as it is crucial to many of their activities.
--matt
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