[MUD-Dev] Re: Reset Death

Andrew C.M. McClintock andrewm at MAIL.HSC.EDU
Mon Jan 25 17:25:24 New Zealand Daylight Time 1999


>Wes Connell wrote:
>>
>> This is an idea I had for a mud I'm working on. The idea may be old or
>> already done, but i've never heard about it so here it goes.
>>
>> In diku muds everyone knows that mobs/objects are regenerated via resets.
>> Kill a mob and *pop* 5 minutes later its back. Steal a sword and *pop* its
>> back. This obviously gets very boring and redundant. The idea I had
>> revolves around a term called "reset death". In each area there are key
>> mobs, objects, or rooms that can trigger the reset death. When the reset
>> death occurs it stops reload the current set of mobs/objects and begins
>> loading a different set of mobs/objects. Maybe even separate room
>> descriptions (this would be hell on area builders). Try out this scenario.

>Mik Clarke wrote:
>
>Interesting.  That's sort of an effect I'm looking for, but I'm going
>about it somewhat differently.
>
>1) I have a quest/deed system that remebers when people have done
>things.
>
>2) I have a conditional destination mechanism which can look at things
>like deeds and quests when you walk through a door and thus select the
>room that you go to.
>
>This means that once you leave an area after completing a quest, when
>you walk back in, you can end up somewhere different (although maybe
>looking the same).  I'd expect special areas to be used on the quests
>rather than forever after though.  It can also lighten the load on the
>programmers if they just replace a few rooms in the castle (although
>this can give problems for wandering mobs).
>
>Mik
>--

How do you resolve when two people who are partying or otherwise following
each other have not both done the required quest? One walking into the
quest room
and the other walking into the former would seem to be a fairly harsh break
in the reality of your game. I was planning on doing the same thing for an
area I
was coding many years ago, and came to the conclusion that it just wouldn't
work that way-- though at the time I didn't have the knowledge to make a
persistant world (which would have fixed the problem).
-Andrew




Andrew C.M. McClintock
andrew at moonstar.com    andrewm at mail.hsc.edu






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