Edit Your Preferences
users can post new topics and replies to this forum
HTML is: Off
BBcode is: On
[quote] On 15-10-2001 23:29, Foddy wrote: [quote] On 14-10-2001 23:54, Eric wrote: About the non spawning items, I have spoke to a few people (not just morts) about this, and we've discussed it loads. Personally, I think it's a great idea to use it as a sort of test for people who are getting good at the game, but for everyday sets, it is very...infuriating at times. [/quote] OK! Some background would help, perhaps. I don't like the game to be static. Ideally I'd like to make subtle (and some not so subtle) changes every month. The changes I made (it seems you've only spotted one of the two) were put in to see how people would react to the game changing. The second change was more of a help than a hinderance, by the way. Why those changes? The short answer is that people would be sure to notice the changes. The long answer ... When I started to play MUD, the game was only open during the evening and late night. We also paid a lot of money to play, so there was no sitting in the tearoom and talking. (There was a saloon bar, but that was outside of the game, and mostly occupied during resets ... which took a long time!) The effect of this was that everyone played at the same time. There was real competition between players. Of course, I was probably incredibly naive back then, but I believe this sort of competition has been lost. These days, I've noticed that our high-lifes all tend to play to the same formula. This may be due to MUD being open all hours, or it may not be related. Either way, a large number of players won't play at all if they don't their favourite set of kit. This, in my opinion, is a very bad thing. It means that only one highlife can play at any one time. It means that players don't adapt to their surroundings, they're less flexible. Generally, it's bad for the player and bad for the game. So, the idea was to remove one or two "key" objects once in a while - not to frustrate players, but to encourage them to learn to play without them. After all, it should be possible to play a perfectly respectible reset without most of the items which go missing after all. I don't know which wiz you discussed it with, but might I suggest that you'd have done better discussing it with someone who knows why it was implemented? (i.e. me! :)) Foddy [/quote]
on this Post
on this Post
(This can be altered or added in your profile)
These forums may be read by anyone, but only registered mudII.co.uk
players may post. When posting, please refrain from behaviour
not tolerated in the game.
These forums are moderated.
Copyright © 2000 - 2001
The phpBB Group
phpBB Created this page in 0.004065 seconds.