[MUD-Dev] Re: Levelless MUDs

Richard Woolcock KaVir at dial.pipex.com
Tue Jun 16 19:26:48 New Zealand Standard Time 1998


Koster, Raph wrote:
> 
> > Holly Sommer wrote:
> >
> > On Mon, 15 Jun 1998, jacob langthorn wrote:
> >
> > > Okay, call me crazy, but I don't think in 6 years of mud coding
> > > that I've ever created a piece of equipment that was "level" based.
> >
> > I wouldn't say crazy, just "someone who has never built on a Diku."
> > Are Richard Woolcock and I the only Diku people here? Sometimes it sure
> > feels like it.
> >
> Actually, I'm from a Diku background. But I admit, I always thought
> level restrictions on equipment were tacky. They're an artificial method
> of doing something which can be accomplished without too much difficulty
> by other means if the game system supports it. I've been working on
> Dikus for around 6 years myself, and I never made a level-restricted
> piece of eq either.

I originally started admining by helping a friend of mine, but as soon as
I started my own mud (godwars - to learn to code ;) the first thing I did 
was remove levels (and thus level restrictions).  Level restrictions are
tacky, as you say - and IMO alignment restrictions aren't much better (at
least not the way they are done on most diku's).  Then there are those
class restrictions (only people of a certain class can get into certain
rooms) and in some muds race restrictions...I don't mind restrictions, but
they should be more realistic than "you are unable to pass that way" or "the 
black sword zaps you and falls on the ground" - and people should be able to
get around the restrictions if they really try.

KaVir.




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