Treker wrote: > > You know, coding my first MUD ruined my entire playing experience. Now I > no > longer see things on a MUD as role playing, but I see how the computer > works > behind it, how the entire thing is calculation-based, and how most muds > that > I visit really aren't doing much more than adding a few worlds here and > there--which is just descriptive writing of scenery. Has anyone else been > disillusioned like this? > > Well, I'm going to write some randomness into my MUD, but I need > suggestions...how would I prevent my players from seeing such a > calculation-basis, or non-RPGlike environment of a MUD? I mean, adding > features, and commands, and combat methods, etc will only make it more > complex. Any ideas? ("A giant squirrel appears in front of you and starts > nibbling at some acorns")? > > Thanks Congrats, you are now thinking like a mud programmer and not a player. That seems to be one of the hardest leaps for player turned admins to over come. Hmmm. Randomness? * Weather (zone based with real effects) * Item stats "Tweak" to be better or worse than the prototypes (might need ascii objs) about 15% of the time 7%up 8%down 85% standard. * Have a mobs stats based on race. if you are going to have 50STR giants I suggest you install a cap for the lower level mobs. I didn't at first and had level 2 mobs slaughtering level 7 players. Dang baby giants. * Randomize the cash mobs give. * Only allow certain races to give cash, stick a vnum in the mob_data for pelts that can be skinned off of a mob. (great new skill :) * REMOVE AS MANY OF THE NUMBERS AS YOU CAN! Players only really need to see their hit/mov/mana/gold/exp. Drop align, +hit/dam, AC, stats, etc into word lists that clump ranges under one word. So a Charisma of 1-4 is displayed to the users as Fugly. * Get EVERY stat to have a meaningful impact on the game. Esp on a fight. You should have seen the EQ scramble when I made DEX really important to combat speed. Or when a high con remove 1-2 hp damage from each hit. * Get your mobs to do more than just hit back. They need to be able to cast spells, and use the same skills as the players. * Lots of little dg-scripts. * Search the archives for "mood". This patch had mobs doing socials based on how they are feeling and what socials are used on them. The players get really weirded out when a guard points at them and laugh. * Have guards rush to aid mobs with a CITIZEN flag when the mob yells for help. * Give mobs a preference of who they will aggro against, not just the first person in the list. Maybe randomize this at the mobs are loaded into a room (not from file, into the room). * Add the plague that is contagious between players and mobs. Have a little used class be the only one with the HIGH level spell 'cure plague'. Go around randomly infecting towns. Stick a (PLAGUE!!) into the who list. Is a LOT of fun to watch. * Write GOOD zones. Check out the Builders corner at www.phoenixmud.org for documentations on how to write good zones. Above all else HAVE FUN!! This is your hobby. Unless you are writing a REALLY sucky mud, there are always more players. So if they decide to whine/pout/leave, make sure the door swings hard enough to help them on their way. --Angus Mezick +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 04/11/01 PDT