What about making MOB's more intelligent and responsive? Conversation, giving quests (Talk to a MOB he tells you he needs a dull ring, give him a dull ring, he gives you a magic sword, etc. Sort of like TES: Arena) The problem with hack/slash as I see it is that if you try to discourage it, then a MUD with fewer MORT's online will be BORING! And, if there ARE MORT's then it becomes more of a coffee break than an epic adventure. -Tony -----Original Message----- From: peter hartman [SMTP:wart@KUNTRYNET.COM] Sent: Tuesday, April 07, 1998 4:56 PM To: CIRCLE@post.queensu.ca Subject: [CODE] Experience Idea Greetings, The gods on my mud have been mulling over the hack/slash concept and trying our bests to make the mud still just as fun, but far less hack/slash. An idea I came up with and am about to commit myself to would be lessening experience given by mobs each time a character kills that mob. Not only does this make _sense_, but it would fix our problem. My current code design is to create a plr_mob directory, under lib, that will keep a track of mobs that the player has killed and the number. Each time a mob is killed and gain_exp() is called, it will do various lookups from the file, similiar to objects. I will keep you updated on my progress and perhaps make a patch if it turns out well. Would it be best to simply open the files and close them on each gain_exp() call or to open them once upon bootup and load the data into some list in memory? Or maybe to open it once a player logs in and write once they log out. Take Care, Wart +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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