[MUD-Dev] Re: regulating player-created objects

Shawn Halpenny malachai at iname.com
Thu May 7 09:58:02 New Zealand Standard Time 1998

On Wed, May 06, 1998 at 04:36:27PM -0500, Dan Shiovitz wrote:

> (On a vaguely related note, what are the people who are planning on
> non-disappearing characters (ie, when you quit, your characters stays
> in the game world) doing about telling the player what went on since
> they were last there? I guess if you support the database-replay thing
> you could just print out exactly what happened, but that might be a
> lot of screen scroll if they were gone for a long time. Maybe some way
> to summarize the info? "While you were gone, nothing much
> happened. You continued your research into Air Magic." or "While you
> were gone, a bunch of angry orcs invaded your tower and burned it to
> the ground. You barely escaped with your life, went to a tavern to
> drown your sorrows, and the next thing you knew you were in bed with a
> tavern wench and a nasty case of VD.")

I do nothing at all.  The character stays behind and upon reconnection with
a controlling player, things pick up at the current state.  As a player,
you are responsible for any safeguarding, etc. of your character while you
are not connected to it.  These actions can be anything from creating
scripts that automate your character's actions in response to the
surrounding environment, sleeping in your nice, secure house, or just
plunking down in a ditch somewhere.  The same things that can happen to you
while you are connected can still happen to you while you're not connected.
It's up to you to come up with ways of dealing with them.

Shawn Halpenny

I know that you believe you understand what you think I said, but,
I am not sure you realize that what you heard is not what I meant.  

MUD-Dev: Advancing an unrealised future.

More information about the MUD-Dev mailing list