On Tue, 30 Aug 1994, Anthony Spataro wrote: > Hrm...that's interesting about encouraging RP. How about having > multi-user pre-written quests? At a certain time of day, the game > announces that signup for xxx quest is beginning. Signups continue until > all the spots are filled, and all members are teleported to the quest's > starting point. Mobs, props and whatnot are placed, and the quest is > played out. It involves combat as well as puzzles, and group work. It'd > require a lot of coding to make this automatic, but it'd be worth it. > > > -ads|lc|kilwren|cardy > > "I can resist anything but temptation." I was thinking of integrating them even more into the game. If you used special processes and mob prog well enough, you could have a lot of quests built into the game that run at all times. They could range from finding hidden treasures, rescuing an imprisoned person, assasinating a certain mobile and bringing something back to get a reward, etc.. Drunks in taverns could have special processes where they talk of legends and quests, certin mobs could hire you to do a task, or an NPC like a King or a Mayor could offer up a reward for a quest. The problem which I see here is that once a quest is solved, you need to be able to stop the special processes and such. That might take some code to support. Also, it seems like an awful lot of work to set up these quests and make them good ones. Making special processes and using mobprog, even with on-line building can be very time consuming. If there was a nice way to be able to reuse quests that would help. Unfortunately people like to reveal secrets and solutions to things once they solve them. Preventing that is pretty hard. Anyone out there have experience setting these types of things up and/or tips on what is effective and what types of things players have enjoyed? Other things I favor which I believe encourage role playing are: 1. Removing the numbers side to the game. I get real tired of hearing questions like "What are the stats on that?", "How many HP do you have?", "What strength do you have to have to wield that?", etc.. I would rather use words to describe these types of things. All abilities can be replaced with words describing ranges. For example, you could use a table like this to replace numbers for abilities: 21+ Godlike 17-20 Excellent 13-16 Good 9-12 Average 5- 8 Fair 1- 4 Poor For HP, Mana and Moves you could use a table like this to describe things: HP Mana Moves 100% Healthy Burning Fine 80-99% Slightly Hurt Hot Sluggish 60-79% Hurt Warm Tired 40-59% Wounded Neutral Slow 20-39% Bad Cold Winded 1-19% Awful Icy Fainting 0% Dead Frozen Exhausted I wouldn't even show AC, hitroll or damroll. For armor and weapons I would impliment skills that players could use on them. For weapons and armors you could easily do a compare skill. For treasures and objects thieves could have a value skill. You could also have a quality skill which tells you the quality of the item. Thus you could set ranges which would return values of superb, excellent, fine, average, poor, shabby or garbage. Knowing all the numbers of the afore mentioned things seems to me to be unrealistic, not promote role-playing, and unnecessary. 2. Take out global communication. I don't like gossip, auction, grat, group say, tell or any other global communication. I'd rather see tell be a directed form of say (perhaps complimented with an eavesdrop skill which you could try to overhear tells or whispers. Auction should be limited to a room (maybe a special auctioning block in a town) or at least a zone. Group say and quest say channels would also be directed forms of say (working only in that room). Shout or yell should be the best a player can do. This obviously detracts a lot from the game. To make up for this type of change I would impliment more hireling type mobs. You could hire messengers to deliver messages to players. You might even have carrier pigeons you could send out. A nice spell for mages could be something like Astral Window where you open up a window through which you can talk to another player over long distances. Or maybe a spell like Ethreal Message which sends out an ethreal form of the caster to deliver a message. I just think there are more creative and realistic ways to include global communication in the game. Being able to tell, auction, gossip, etc. across miles and miles of terain (possibly across dimensions or planes if you have them) has always bothered me as a player. 3. Require quests to advance in level. Maybe not one for every level, but at least some type of quest activity could be required by your guild before you advance to certain levels. I was even thinking that certain quests could be guild sponsored. You could view these as trials for guild members, or tasks which must be completed in the name of the guild. 4. Incorporate a trophy system into the experience system. Far too often people find mobs which are the easiest to kill for the most experience and then kill them over and over and over and over and...well you get the picture. I trophy system keeps track of the number of kills for each mobile and reduces experience awarded after a certain number of kills. The percentage doesn't have to fall from 100% to 0%. It can be reduced incrementally. This seems realistic to me. How much experience can you gain after killing a giant for the fiftieth time? Should it become old hat after a while? These are the types of things I am trying to incorporate into my code. I think they make the game more interesting and realistic. Since I am far from completing most of these, I haven't gotten any practical feedback on the ideas. Some of them (maybe all of them) have been done on other MUDs, but I have never seen a MUD take all of the aove steps. It might just scare players off because it would radically change the feel of the game. On a somewhat unrelated note, I have always wanted to change the way area resets are done. I've been working on a system where mobs actually reproduce. For each mob there are five versions for each sex: infant, youth, adult, old and ancient. A mob has a reproduction period (much like a zone has a reset time now). After this period is up, the number of infants put into the game = 1/2 youth pairs + adult pairs + 1/2 old pairs. The percentage that an ancient just drops dead is 5%. When a reproductive period is up for a mob, the existing mobs are replaced with the next version up, some ancients die off and the new infants are put in. Although I am not finished, it seems like it will be feasable to do. The biggest problem I have is what about special mabs like shopkeepers, or unique mobs. It doesn't make a whole lot of sense to have five versions of these mobs. I was thinking of having a !KILL flag for mobs like these. They are a part of the game which should not be removed, and there wouldn't be a problem with resetting them if they were never killed. (I'm still shaky on this problem.) Well, enough for now. ##=====================###================================================## || Joshua Sky Barrow ||| Harvard University Faculty of Arts and Science || ##=====================###================================================## || 19 Central St., #28 ||| "If you can imagine it, you can achieve it. || || Somerville, MA ||| If you can dream it, you can become it." || || 02143-3832 ||| Unknown || ##=====================###================================================## || (617) 666-0859 ||| E-mail: jsbarrow@fas.harvard.edu || ##=====================###================================================##
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