[MUD-Dev] Integrating PK

Brandon Cline brandon at merlin.sedona.net
Thu Jun 26 01:20:23 New Zealand Standard Time 1997


Bleh, well, I wrote a 3 page explanitions on my ideas to eleminate pk and
abusive players, but wasn't sure if it came across very clearly so am
posting ideas which I think would help, but not the exact ways I would
implement them so as to cut down on space.

For pk:
   Anonyimity;
    Standardized personal descripts, (hair color, length, eye color etc)
    Layered eq visibility (Pc and NPC alike)
    Non-automatic pc name visibility

   Combat system:
    Wound based instead of hp, allows for more non-deadly battles.

   Coord based world:
    Adds to anonynimity, not everyone occupies same space in same room.
    Sight, soun, smell, taste and touch have different ranges.
    Ranged combat.

   Less support for invasive player social commands:
     Tell, who, shout, etc...bleh, replace with something realistic
     yet still useful. Telepaths, (require name, see anonynimity) etc.


Now, I could go into a long discusion why I think some or all of this
would help to counter abusive players without restricting all the players
of the game to non-realistic "game" rules. I.e. you can't kill that
person because he is cotroled by a player, etc.  And I know it's not all
worked out here, but I think some of these ideas would help to eliminate
the problems that were generated by an over simplified mu* environment.
--hope some of this makes sense, cause it's sorta late and I need sleep,
hehe.
 

Brandon L. Cline
brandon at sedona.net




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