On Thu, 31 Oct 1996, Takis Kalogiratos wrote: First, I'd just say that Circle is already the Perfect Mud. Its the perfect place to start with your own ideas of what a mud should be. It couldn't be easier to code on, everything is clear and simple - It's probably THE most readable 'C' code I've ever seen in my life. Thats the whole point, I think, of Circle, and Jeremy has done a good job of it. I think you're going to run into a lot of trouble deciding what these nifty features which "everyone" wants in a stock mud are. I really can't think of a single thing which everyone, or even a majority of people would want to see pre-implemented in their mud other than what's already there. (barring saved aliases, which I believe is a bug and slated to be fixed in the next release...). Some basic stuff comes to mind... Multi-Attacks: Mosts muds have it, but I think there's been a general trend lately with the more advanced muds to go with a "roundless" combat system. Yet there are still tons of muds using rounds and happilly having people take 3-6 attacks in a row... How do you please both factions? Toss locational hits into the mix and you've got even more of a problem trying to decide what should be "stock". Answer - Let everyone choose and code their own method - as it is now. Scan: I've seen it implemented differently on tons of muds; most common is the scan that lets you see a list of mobs in all the ajoining rooms for several rooms deep. I think this is cheezy myself. My idea (and code) for scan lets you check the room you're in for invisible and/or hiding things. If you want to look into ajoining rooms, you just "look north" and can see (depending on sector, weather and perception abil) a number of rooms in that direction. IMNSHO this is THE to do it, and any other method is just plain cheeze - how to reconcile differences of opinion on how to implement things like this? --- > The only pieces of code which are not coded as options are things we see in > EVERY CircleMUD running on the net (even many of those include options by > themselves (such as informative and the ALL-POPULAR Auction command)). Aiiiigh! I don't want an auction channel. In fact, I wouldnt PLAY on a mud with auction, gossip, or any other global channel. I have none of them, and I think its great. The closest thing to a global channel is shout, which can be heard 5-10 rooms out from the shouter (depending on sector and other impediments). Basically, what I'm saying here is; everyone has their own ideas of what should be "standard" on a mud - I don't believe that there are any new features which everyone could agree would be worthy of being "stock". Here's my own opinion of what a good mud should *start* out with: -No Levels (completely skill based) -No Classes -No Global Channels -No Armor Class (skill based combat with locational damage) -No Alignment (its just too much of a philosophical argument) -No Combat Rounds -Cube Style World, with the ability to go in any direction unless something like a tree or rock or building is blocking it, including several levels up of air rooms and several levels down into underground rooms. -Rooms which change descriptions depending on light levels, visibility, folliage and moisture. -Objects which you can "get" from the room description i.e. "get leaves" -Objects having matieral elements which determines their stats, etc. -Event Based command interpreter -Mobs which attack or help NPC and PC alike according to clan/race/allegance -blah blah blah lots of other stuff... For me, all this stuff is a MUST, but I doubt everyone, or even many would want this/share my ideas. I think you'll find that everyone has not only a different set of ideas of what "should be" and even the ones which share similar ideas will have their own ideas of how it should be done... -Sky +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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