[MUD-Dev] Re: pet peeves

Wes Connell wconnell at eden.com
Fri Feb 19 10:30:54 New Zealand Daylight Time 1999

On Thu, 18 Feb 1999, Robert Woods wrote:

> permanent.  By that time, they should at least have a bit of power, have
> been able to make some alliances, whether through friendship, common
> guilds/clans/etc., or whatever, and have an idea of how everything works.
> Of course, I've always been a big protector of newbies, anyway :-)

How instead of an actual breaking point for permadeath just allow a
certain amount of lives. Sorta like a video game. I've never seen that
imp'd into a mud before. When you are a newbie you recieve three lives.
After they are all used up you die. Quests could be used to give extra
lives and such. 

The problem that I see with a permadeath breaking point is that you would
hardly ever see any characters over level XX. On non-permadeath muds that
allow pkilling only after a certain level XX, the newbies coming out of
the saftey get a very rude awakening when they a slaughtered like the
fresh meat they are. 

It might allow for a 'smoother' transition if they could still die as a
newbie, but just give them a buffer. =]

wconnell at eden.com
A LISP programmer knows the value of everything, but the cost of

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