what makes a mud *truly* challenging (was carving)
Posted by Jean on 04/27
McDonald writes:
Im not so sure about that- heres why:
with a house key, you dont want it being a real object, because
a house isnt supposed to be able to be stolen. A carving knife,
on the other hand, should be a cheap item, so it wouldnt
-matter- if it was stolen.
or for players who dont want to go back to an inn everytime they
run out of food..
that sounds good, yeah.
that too.
As Madison pointed out, there are some small fowl in which you
really -can- carve with your bare hands in -real life-, so that
wouldnt have to always be the case.
Well, not if hps were taken away for not eating for a prolonged
period of time perhaps. But even if youre right, it doesnt matter-
id think that true rpers would like the added realism while the rest,
well, they werent using it much to begin with.
lol :-). The thing is, I think that having a carving knife in inventory
isnt that hard to do, so for people who bother to carve in the first
place, i dont see why not..
hardly- most muds are far less realistic then this one.
im chuckling as i read this :-), but the fact of the matter is that
losing hps over not eating is hardly something thats difficult to
overcome. Given me an hp loss per tick anyday over xping
hours and hours to level to 50. The funny thing is that doing all
this xping just to gain levels has no parallel in the real world, so it
doesnt even have the pretence or realism id think.
he he :-). well, perhaps id like some things a wee bit harder, but i
want the hardest things easier- like the amount of xp you have to
get per level, say :-p.
god, that makes me laugh :-). and the funny thing is, that now
that you mention it, a carving knife holder slot sounds good :-).
Everyones always saying how we have to xp for ages
because its challenging. After the first few kills on any level, it
becomes far less challenging and just plain tedious. Adding a
-real- element of challenge would be something like taking away
hps if you dont eat/drink. Something else that I think would make
it more challenging for new players is if you had to get -less- xp
for level- you could get on to harder, and therefore more
challenging, game quicker. And its not like another mud hasnt
already implemented this idea- just check out valhalla.com (port
4242)- they use it there.
From: Diamond
Wednesday, April 21, 10:20AM
You mention you think it would be a great idea to have to
have a carving knife, or at least the RP'ers could like it. But I do
not see why you then can't just get a small knife, and make an emote
for carving food? Agreed, it would give it a nice touch with a
carving knife, but considering how much you hated the rent rules here,
I find it a little bit amusing that you suggest more items for people
with little rent-capability :)
Diamond of Kleinstadt
From: Yi
Wednesday, April 21, 10:59AM
I think it's safe to say that this carving thing isn't exactly a
high-priority change. As with a lot of your previous suggestions,
this is something that you can easily do given the current code,
if you choose to. As Diamond said, you can easily set up a macro
that goes something like "emote gets a carving knife from its sheath
carve corpse
emote carefully cleans the knife and sheaths it."
if you wanted to, you could have a PR imm string some zip up for
you as "a carving knife." I'm sure they wouldn't mind doing it. This
has the benefit of not requiring any new code or code changes. As
for the idea of losing hp over ticks due to not eating, there are
characters for and situations in which this would be problematic.
For example, it's advantageous for create mages to starve themselves.
Realism qua realism isn't advantageous in a mud. If we were being
realistic, dead players wouldn't be resurrected at a nearby inn,
dead mobs wouldn't "repop" 10-20 minutes after they were killed,
we wouldn't be able to paddle canoes across the ocean, a gunshot
would either be fatal or at least render you hors de combat instead
of doing the current standard piddling gun damage, and even the
baddest, buffest priests, innkeepers, and kings (vampiric or not)
wouldn't be much of a challenge for a big sword-toting guy in armor,
much less a whole party of them with surgeons healing them. Hell, scratch
the surgeon thing-surgery would require a couple of hours and have
the risk of killing the patient, and it would have to be in an aseptic
environment or we'd get gangrene, etc etc etc...
Muds, like theater, require a suspension of disbelief. We're here not
because we choose to have a realistic experience, but because we
choose to escape reality for a couple of hours every day. To some
extent, increased realism is beneficial and fun. Beyond a certain point
and I might as well stop mudding, buy a sword, and start hacking
apart the people in my dorm.
Yi.
From: Wuss
Wednesday, April 21, 01:05PM
This is probably the last time I will bother replying until you
hit level 35 or so, but it just irritates me that you could be
writing out 'ideas' that will hinder a few of our game play.
mmm, cont'd
From: Wuss
Wednesday, April 21, 01:26PM
Firstival, on the losing hps when hungry long enough thing.
There are chars that can't heal themselves unless they are
hungry. If you don't see the implications of this, learn more.
Secondival, having a knife to carve, and people carving in general.
In my experience, I rarely carve, and it's never a necessity. Man
dating a knife would make it even less effective, and considering
the amount of healing that comes via food, doubt it'll ever be
attractive. and you can always emote.
From: McDonald
Wednesday, April 21, 01:53PM
Xp shouldn't be made easier to get. It sounds like you are more
rp oriented and thats great. You can rp really well at lvl 1.
Xp on the otherhand is not just for rp. Maybe you wish you were
lvl 50 so you could rp or something. Too bad. For most ppl when
they hit lvl 50 the game is basically over.
Also making levels easier to get cheapens them. The most important
thing a mud does is provide a challenge, well maybe not the most
important thing, but its up there. Heres a link to an article
about this:
imaginaryrealities.imaginary.com/volume2/issue4/limited_advancement.html
There are links on my page to this site and mud journal and
some others as well as pkill logs.
Plug
members.xoom.com/davidmacq/
From: Jean
Wednesday, April 21, 05:44PM
Diamond writes:
Because I think it should be a -requirement- to have a knife to cut
certain creatures- in real life, it certainly is.
if the knife were just 5 or 10 in value, i doubt itd strain us overly
:-p.
From: Jean
Wednesday, April 21, 05:51PM
An error occured during my last append, so rewriting..
Yi writes:
I agree that its not the biggest of deals- to me, the top priority is
straightening out mortal/immortal conflicts like the one Wuss had
with Wraith and Sandra. Next would come the xp system and
next the eq limits. After that, something like carving would come
into play :-).
is it -really- that hard to put in a carving knife as a necessity to
carve some animals?
Yeah, cause then they can make healing roots. Personally, I
dont think this makes much sense- is there a myth or something
From: Jean
Wednesday, April 21, 05:57PM
An error occured again during my last append, so rewriting again.
with some changes.. hopefully that'll stop it from happening again..
Yi writes:
I agree that its not the biggest of deals- to me, the top priority is
straightening out mortal/immortal conflicts like the one Wuss had
with Wraith and Sandra. Next would come the xp system and
next the eq limits. After that, something like carving would come
into play :-).
is it -really- that hard to put in a carving knife as a necessity to
carve some animals?
Yeah, cause then they can make healing roots. Personally, I
dont think this makes much sense- is there a myth or something
from which this was gotten from?
True enough. But trying to change -that-, well, i dont know of
-any- muds who delete a char if they die.