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12169: Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)
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From: "Travis S. Casey" <efindel@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 23 Dec 1999 12:17:50 -0600 (EST)
References: [1]
Organization: Kanga.Nu
On Thu, 23 Dec 1999, Marian Griffith wrote:
> In <URL:news:local.muddev> on Thu 16 Dec, Adam Wiggins wrote:
> > All players need are some simple tools to be able to aquire information about
> > their world without needing it to come from a room description. For example,
> > the ability to "scan" is something left out of many muds, which I consider
> > a serious problem.
>
> I think 'scan' is a crude way to work around the -real- problem that
> most muds do not have any from of 'line of sight' You can not look
> into the next room, even if it is supposed to be the same street or
> market square. The implementations I have seen allow players to look
> around corners, which is equally silly as the absence of scan.
I'm not sure what the "scan" you're talking about is, but the LPs I've
been on do have a crude form of line of sight. You can "look <direction>"
to see what's in the next "room" in that direction on most LPs, and on
many you can "peer <direction>" to see into the next five rooms in that
direction (presuming there are that many rooms in that direction).
--
|\ _,,,---,,_ Travis S. Casey <efindel@io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'_)
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