[New Topic]   [Reply]
[Edit Profile]  [Edit Your Preferences]  [Search]
[Private Messages]  [Memberslist]  [FAQ]  [Login]
MUDII Forum Index » » General Chat » » Should Tea room time be limited???
Goto page ( 1 | 2 Next Page )
Author Should Tea room time be limited???
digriz
protector

Joined: Jul 11, 2008
Posts: 15
Posted: 05-08-2008 00:06   
Since there are not that many players as far as I can see, and many / most of them seem to stay in the tea room, should the tea room have an auto kick out into the land after say 10 minutes and no re entry for 30 minutes?

That will stop those who sit there but do nothing, and get those who enter but do not play just chat, to actually play the game??

reading many posts on the forum before I play, it seems many times and events like bashes that many players are not playing just sit in tea room.


  View Profile of digriz      Edit/Delete This Post   Reply with quote
digriz
protector

Joined: Jul 11, 2008
Posts: 15
Posted: 05-08-2008 00:18   
Reading that back, not meant as a go at the tea roomers or people away from the pc, but can the number of people in mud2 be actually playing?


  View Profile of digriz      Edit/Delete This Post   Reply with quote
royston
ranger

Joined: Jul 14, 2007
Posts: 1217
From: Felixstowe, Suffolk.
Posted: 05-08-2008 06:38   
No absolutely not.

Tearooming is enjoyable and eavesdropping on someone else's conversation a whole lot more fun.

True they count towards the numbers playing and the consequences of that greater number, but that's part of the game, init.

Unless we are really talking about MUD2 and not MUDii when it's none of my business.



[ This Message was edited by: royston on 05-08-2008 06:39 ]


  View Profile of royston   Email royston      Edit/Delete This Post   Reply with quote
Zordell
cleric

Joined: Aug 08, 2003
Posts: 216
Posted: 05-08-2008 09:24   
ROFLMAO!!!!!!!!!!!!!!!

You are one funny person Seriously, I like ya!


  View Profile of Zordell        Edit/Delete This Post   Reply with quote
blib
explorer

Joined: Jan 01, 2007
Posts: 533
From: N.London (just)
Posted: 05-08-2008 09:34   
Keep your control freakery to yourself newbie!

The last time that I checked, I lived in a (relatively) free country which enables me to come and go as I please.

In fact, I suggest that those who go North and attempt to collect points willy nilly, should be chucked out of the Land after ten minutes into the Tearoom and be forced to listen to me regale them with my opinion of Armand.

Howzat??



  View Profile of blib   Email blib      Edit/Delete This Post   Reply with quote
Armand
explorer

Joined: Nov 20, 2006
Posts: 532
Posted: 05-08-2008 11:05   
Quote:

That will stop those who sit there but do nothing, and get those who enter but do not play just chat, to actually play the game??



You say it as if its a bad thing that some people come on to the game to chat? MUD2 has a strong sense of community entirely due to the fact that there are frequently people chatting in the tearoom.

EDIT:

As an interesting historical note for those who might not know, the very early versions of MUD1 did not have a tearoom. When you entered the game you started off in narrow road between lands. From what I've heard the game at this time was a bloodbath, with people ready to pounce on you (armed to the teeth) the minute you logged on. The tearoom was implemented in order to provide an "intermediate" entrance to the game, where people could relax and socialise without having to worry about being attacked.

Having a time limit on the tearoom would be against the spirit of the game. This is clearly highlighted in the description of the room itself: "however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by".

[ This Message was edited by: Armand on 05-08-2008 11:14 ]


  View Profile of Armand      Edit/Delete This Post   Reply with quote
royston
ranger

Joined: Jul 14, 2007
Posts: 1217
From: Felixstowe, Suffolk.
Posted: 05-08-2008 13:36   
It's heart-warming to read such a measured and articulate response, Blib. But I cannot agree. It takes me ten minutes to find my first bit of kit. Could I have a little longer? Just me?

EDIT

I know - kit is for wimps!

[ This Message was edited by: royston on 05-08-2008 13:39 ]


  View Profile of royston   Email royston      Edit/Delete This Post   Reply with quote
Armand
explorer

Joined: Nov 20, 2006
Posts: 532
Posted: 05-08-2008 14:10   
Or, how about if a wiz (Crazyfool for example) were to pull a lever in the tearoom at random intervals which transports you into the goblin mine?

  View Profile of Armand      Edit/Delete This Post   Reply with quote
royston
ranger

Joined: Jul 14, 2007
Posts: 1217
From: Felixstowe, Suffolk.
Posted: 05-08-2008 14:36   
There's a Goblin Mine?
_________________


  View Profile of royston   Email royston      Edit/Delete This Post   Reply with quote
blib
explorer

Joined: Jan 01, 2007
Posts: 533
From: N.London (just)
Posted: 05-08-2008 15:57   
There are wizzes?

  View Profile of blib   Email blib      Edit/Delete This Post   Reply with quote
digriz
protector

Joined: Jul 11, 2008
Posts: 15
Posted: 05-08-2008 19:27   
You all seemed angry when you disagreed with my idea.

Now there are some fun ideas.

Yes, I was referring to this game mudii.co.uk.
Didn't think it would work, forgot about the in / out of tea room when QQ or stay in when injured.
Yes chat is good too.

Original mud starting at narrow road - is that why now start at random places in the game?


  View Profile of digriz      Edit/Delete This Post   Reply with quote
Armand
explorer

Joined: Nov 20, 2006
Posts: 532
Posted: 05-08-2008 20:00   
Oops, I meant goblin cave of course.

No, MUD1 currently has static exit points from the tearoom (all compass directions plus in, out, jump, and swamp). Making it random was a MUD2 change, I'm not sure why.


  View Profile of Armand      Edit/Delete This Post   Reply with quote
Tharg
friar

Joined: Sep 23, 2001
Posts: 78
Posted: 05-08-2008 20:40   
I like how in mud2 you can get the exits from the tearoom with 'x', and north and swampward go to different places, but you could still never actually catch either. Cool illusion of choice. Perhaps that's a reference to mud1.

Actually - I wonder if the destination probability is different for n or zw?


  View Profile of Tharg      Edit/Delete This Post   Reply with quote
Crazyfool
Wizard



Joined: Sep 16, 2001
Posts: 801
From: Llanelli
Posted: 05-08-2008 20:41   
I would never do that.

  View Profile of Crazyfool      Edit/Delete This Post   Reply with quote
Miek
pioneer

Joined: Aug 29, 2006
Posts: 311
Posted: 06-08-2008 17:23   
dumb idea
/zed


  View Profile of Miek      Edit/Delete This Post   Reply with quote
royston
ranger

Joined: Jul 14, 2007
Posts: 1217
From: Felixstowe, Suffolk.
Posted: 06-08-2008 19:35   



  View Profile of royston   Email royston      Edit/Delete This Post   Reply with quote
blib
explorer

Joined: Jan 01, 2007
Posts: 533
From: N.London (just)
Posted: 06-08-2008 20:29   
Quote:

On 05-08-2008 20:00, Armand wrote:
Oops, I meant goblin cave of course.



I'd just like to highlight Armand's schoolboy error.

Thank you & carry on.


  View Profile of blib   Email blib      Edit/Delete This Post   Reply with quote
Zordell
cleric

Joined: Aug 08, 2003
Posts: 216
Posted: 06-08-2008 20:39   
*Is still roaring with laughter*

No tearoom.....


  View Profile of Zordell        Edit/Delete This Post   Reply with quote
Magician
cleric

Joined: Mar 27, 2005
Posts: 160
Posted: 06-08-2008 20:59   
I would imagine the random exits from the tea room is a lesson learnt from Mud1. Stops people using long strings from the tea room.

  View Profile of Magician   Email Magician      Edit/Delete This Post   Reply with quote
ewarwoowar
cabalist

Joined: Jul 21, 2008
Posts: 40
From: West Sussex
Posted: 07-08-2008 10:16   
That and 'camping' in an effort to kill newly-arrived personas.

When leaving the tearoom using either 'n' or 'zw' you will end up somewhere along the road.


  View Profile of ewarwoowar      Edit/Delete This Post   Reply with quote
Goto page ( 1 | 2 Next Page )
[New Topic]   [Reply]
Lock this Topic Move this Topic Delete this Topic

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.

Powered by phpBB
Copyright © 2000 - 2001 The phpBB Group

phpBB Created this page in 0.015516 seconds.