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10384: Re: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)
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From: Greg Miller <gmiller@classic-games.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 04 Jun 1999 03:39:08 -0500
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
Matthew Mihaly wrote:
> If I might say so, without being offensive, I see a lot of tunnel vision
> going on in this list, at least as regards combat. I blame stock muds
> myself. The combat systems I've seen in every single stock mud I've
Indeed, that was my reaction when I saw your posted description of the
combat system. Just based on that description you seem to have a pretty
good system under all that hype, but you also seem to pretty narrowly
ignore any viable choices other than the ones you made. For example, you
chose the heavy-handed approach of disallowing use of an item for a
specific period of time rather simply reducing damage/healing numbers to
slow down combat. Both approaches have advantages and disadvantages, but
your simply wrote off the alternative approach as being wrong. Question:
why are you on this mailing list, if that's your approach to design?
--
http://www.classic-games.com/
President Clinton was acquitted; then again, so was O. J. Simpson.
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