On Thu, 15 Apr 1999, Andrew Ritchie wrote: > Secondly, I was thinking about dynamic room descriptions, but I'm not sure > as to how much lag this will produce, evaluating a script everytime someone > 'look's. Has anyone had experience with lag-time in this area? Dynamic room descriptions.. when would their be a need to modify the room descriptions on a on the fly basis? I was thinking about setting up room descriptions that change with the seasons. (working on imping seasons to:) Did you want to modify them on a tick basis? I could see modifying them on a day/night basis but I cant put that much demand on a builder.. Me: "You should write 8 descriptions per room for every season and the day and night." Builder: "Yea right!.. keep your lousey immortal" > Finally, the MUD I am creating at the moment is almost pure roleplay, but I > understand that a MUD is a social game and many people just want to have an > idle chat to someone else, in an out of character enviroment. I was thinking > about setting aside some taverns as OOC, but then I don't want people to go > to the tavern just to escape their IC punishments (ie, if they pkill someone > and then run straight to an OOC tavern as a haven). I also don't want people > killing people, and then simple quitting the game to avoid punishment. > Anyone got any ideas? Make it so pkillers cant enter the tavern or allow the players to attack each other in the tavern. I dont think you are going to be able to stop someone from killing and logging off unless yopu catch them in the act. You could give them a warning about it when they quit or assuming you have rent... You could set up a timer so that if a player kills someone then they can not rent for the next 10 mins or something. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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