  | | | MUD Dev | Paul Schwanz writes
> John Buehler wrote
> > Paul Schwanz writes
> > You get an interesting result but only for the monster killers.
> > The farmers and miners receive the hassle that you didn 'I 've been thinking of different ways to handle death and corpse
retrieval and was wondering what are some ways that you 've seen it
addressed in games that you really like? I 'm thinking of a system
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Original message http //www.kanga.nu/archive >From John Buehler
> Barrier alert.
> You get an interesting result but only for the monster
> killers. The farmers and miners receive the hassle that you didn 't
> want for yourself.
WellIn December EQ opened a new PVP server with a new set of rules. The
server is called Discord and is part of a promotional campaign for
the new EQ expansion. This server will end tomorrow.
The ser
http //kanga.nu/MDC/
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Presents the
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Saturday March 27th 2004
Sunday March 28th 20044
John Buehler wrote
> Paul Schwanz writes
> > When I talk about camping and farming I 'm referring to *any*
> > low-risk activity that produces predictable gains not just the
> > normal paradigm Hey all
I am trying to peak more interest in the promotional features of
MudWorld.Org. I would hope that you all could check them out and
present any constructive critisizm and perhaps even utiI 'm sorry but I lost the original title in the digest.
Ola wrote
> > > There is no reason to believe that humans in online worlds are
> > > significantly different than humans in the physical worlScion Altera writes
> Thursday January 8 2004 7 01 09 AM John Buehler wrote
> > This can include the operation of a town. Imagine a GM breaking
> > out the Caesar III town-management interfaFrom Paul Schwanz <pschwanz@(protected) >
> When I talk about camping and farming I 'm referring to *any*
> low-risk activity that produces predictable gains not just the
> normal paradigm for cFrom Ammon Lauritzen <ammon@(protected) >
> On Mon 5 Jan 2004 Ted L. Chen wrote
> > Working on the loose assumption that displaying some sort of
> > measure is inevitable is there some way we canPaul Schwanz writes
> Rayzam wrote
> > From "Paul Schwanz " <pschwanz@(protected) >
> > > I 'm still not sure why we have it in for camping when players so
> > > obviously like to camp. Or why we haOn Tue 30 Dec 2003 19 05 07 +0100
iso <olag@(protected) > wrote
> J C Lawrence <claw@(protected) > writes
> > John Arras ' work on simulated societies and world development is
> > sorely overlooked What kind of exploits and hacks can ruin a MMORPG? Please add to my
list below.
Lets assume the following basic setting. Client/server architecture
where the server runs the true version of the Thursday January 8 2004 7 01 09 AM John Buehler wrote
> This can include the operation of a town. Imagine a GM breaking
> out the Caesar III town-management interface and directing
> movemeJ C Lawrence <claw@(protected) > writes
> John Arras ' work on simulated societies and world development is
> sorely overlooked in recent discussion. He gave an excellent
> presentation on it at theFrom Paul Schwanz <pschwanz@(protected) >
> Chanur Silvarian wrote
> > From "Rayzam " <rayzam@(protected) >
> > You missed some of my previous stuff. Yes this would be true
> > with staticJ C Lawrence <claw@(protected) > writes
> Note that I am explicitly not distinguishing between singular
> level values and complex skill mesh/distributions. They 're both
> levels just in different
Rayzam wrote
> From "Paul Schwanz " <pschwanz@(protected) >
> > I 'm still not sure why we have it in for camping when players so
> > obviously like to camp. Or why we have it in for farming whHello
I 'm among the speakers at next month 's ELSPA conference on online
games in London and whilst preparing my presentation some
examples that discuss 'churn ' started throwing up some oIn message <mailman.69.1073508367.371.mud-dev@(protected) >
mud-dev-request@(protected) writes
> Welcome to the MUD-Dev@(protected) mailing list!
And a hearty welcome to you to Mr. List Robot. )
It 's been a while since my last post and it has taken some time to
catch up on the interesting reading.
The old thread about hiding numbers from players has got me thinking
about the probabilityWe westerners are incredibly insulated from the world market for
online games it seems. First time I 've ever heard of Legend of Mir 2
was today the same day I find out it is the largest mud in the
...for doing some things right.
1) First of all a simple one that all other MMORPGs pretty much
ignore Horizons has true multiplayer quests. Not just tasks like
DAoC although it has that From
http //www.ecommercetimes.com/perl/story/32440.html
It has an interesting application to online games in general.
Mike "Talien " Tresca
RetroMUD Administrator
http //michael.tresca.nHi
I am looking for a light graphical client. I haven 't found anything
remotely similar to what I am looking for on the web or the MU*
websites. I apologise for taking this to the list but I woOn 5 Sep 2003 at 0 41 Martin Bassie wrote
> - Star Wars Galaxies was the first to implement player-to-player
> teaching
A Tale in the Desert had that before SWG as did countless MUDs.
From J C Lawrence
> On Fri 19 Dec 2003 21 36 13 -0500 J C Lawrence <J > wrote
> Where are the dreams? Where is the embarrassment? Where are the
> Cheshire Cats the old father Williams tThere was a very brief discussion (2 posts?) of this a while back
http //www.kanga.nu/archives/MUD-Dev-L/2003Q3/msg00277.php
but one of these games (that I 've been involved in) is about to go |
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