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[quote] On 17-10-2008 10:50, Richard wrote: As I happened to be passing... >1. Touchstone. >This creates a situation where the game can randomly kill you for no good reason No, it is a good reason. It's a good reason for several reasons, of which I shall state several here: 1) As a player, when you get magic it MEANS something. 2) In narrative terms, the cave is the "belly of the whale" of a hero's journey, and the touchstone is the "guardian". If it couldn't kill you, you wouldn't feel reborn as a mage. See http://en.wikipedia.org/wiki/Monomyth . 3) In design terms, it gives you an interesting choice: do you go with a lower-level character that has a high chance of failing but whom you can level back up quickly, or do you go with a higher-level character that has a high chance of success but will be more painful to lose? This is intended to make you think about your relationship between yourself and your character. 4) The touchstone says something about MUD2: it is a game where death really means death. All players need to understand this, and the TS places it in the starkest terms. It's there to show that the threat of death is unavoidable and even capricious. Removing it would signal that The Land was something it isn't: safe. In terms of your proposed change, there are already some items that can increase your chance of success. No, they don't increase it to 100% ever, but they can lessen the odds by a significant amount. >2. The dragon >My view on this is similar to the touchstone. I'm all for mistakes leading to possible death, but I dislike situations where you die or lose points randomly. The dragon isn't like that. You can kill it 100% of the time if you do things right. Even if you do walk into the wrong room at the wrong time, you have a chance of escaping if your stamina is high enough. In the past, we've had players who killed the dragon almost every reset. I'm not saying it isn't dangerous to attempt the dragon, but this is one area where skill really does play a part. It's the antithesis of the TS. >Currently, the dragon has a chance to attack you instantly when you enter its room So don't enter its room. >(i) Significantly increase the dragon's speed and have a minimum half-second delay before it can attack (similar to many other mobiles). Macro triggers for victory! >3. Undead blocks >Currently, in normal circumstances, if you walk into a room with a zombie or a skeleton, you will have a hard time leaving the room. That's if you don't want to kill it, yes. >I believe the original reason for this feature was to stop people using long and complex macro strings to navigate the game. Yes, that's correct, although it also plays a role in fights. >Put two competing players in a set of equal skill. If one player ends up in a room full of zombies whilst gathering kit, this can significantly swing the advantage to the opponent And what rooms full of zombies are there? >Further, a player who has good map knowledge and is fast will suffer more than a player who can't nagivate very well anyway. If they have very good map knowledge, won't they avoid the zombies? >And if nothing else, undead blocking is unneccesarily annoying, for no real reason. All mobiles have their own personalities. You hate zombies, because they block you. If they didn't block you, they'd be no different to regular mobiles. The fact they block you is what makes them what they are. >The solution I think is simple. Increase the odds of getting past a zombie or skeleton to a much higher value OK, so here's something you maybe should know: every time you try to get out of a room with a zombie in it and fail, it causes the zombie to reset its own "will I move from here?" counter. In other words, if you wait a few seconds then the chances are that the zombie will wander off of its own accord, but if you try to leave then it won't. Also, there's at least one item which, if you're carrying it, you won't be blocked by zombies. I realise I've knocked every one of your ideas on the head here, and don't wish to discourage you from posting new ones. It's just that "no good reason" often depends on the perspective of the person looking for the reason. Richard [/quote]
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