[MUD-Dev] Re: WIRED: Kilers have more fun
Mon Jun 29 13:42:35 New Zealand Standard Time 1998
> -----Original Message-----
> From: Dan Shiovitz [SMTP:dbs at cs.wisc.edu]
> Sent: Monday, June 29, 1998 12:32 PM
> To: 'mud-dev at kanga.nu'
> Subject: [MUD-Dev] Re: WIRED: Kilers have more fun
> On Mon, 29 Jun 1998, Koster, Raph wrote:
> > You get the idea. FWIW, in UO we used to have guards who were called
> > players, said call heard by an NPC, were created offscreen, walked
> > the point of the incident, announced their intention to stop the
> > and attacked the two players if the fight didn't go away
> > And players ran LOOPS around 'em. So now they teleport to the guy
> > slay 'em in one blow.
> I'm curious why this method didn't work in UO since, after all, this
> is more or less how real-life police work. Was the problem that
> players took advantage of magic to evade the police somehow?
> I'm thinking of teleporting, etc .. of course, anything the players
> can do, the NPCs should be able to do also, so there's no realism
> problem with guards teleporting in if the players can teleport out,
> no? Hmm. Did the guards fail to stop fights in time, perhaps? That
> seems like another imbalance in the system, either in the combat
> system or the magic system.
Players could outfox the guards fairly easily (the pathfind isn't THAT
smart), never mind teleportation and other similar problems. And they
slay in one blow because given more blows, the player can indeed
teleport away. If your crooks can teleport away, they will do so every
single time, making the "safety" of towns a mockery and undermining
confidence in the administration.
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