[MUD-Dev] The grass is always greener in the other field
Jon A. Lambert
jlsysinc at ix.netcom.com
Fri Nov 26 15:51:16 New Zealand Daylight Time 1999
JC Lawrence wrote:
>From: pluto151t at aol.com (Pluto151t)
>People who hoard items don't affect you at all. Maybe backup
>times take longer, but if they had not had 5th grade programmers
>when they created the game, this would NOT have been an issue.
>When you spend $50-60 on the game, and $10 a month to PLAY
>the game, you should beable to hoard items if that is what you
>ENJOY... I hoarded items when I played. I enjoyed going to
>a dungeon, fighting dragons, hoarding loot. I didn't pk, I didn't
>steal from people, I didn't loot corpses.. I enjoyed collecting
>items. As much as I hate to admit it, Raph Koster was MUCH
>better for UO than the new guy.
This is interesting because it is how I often attempted to play the
questy-style HnS games.
The Collector is a sub-class of the Adventurer.
A Spade with a Vault. Is anybody running or planning on an
adventure game that allows characters all sorts of options in
hiding their loot? Like vaults, treasure chests, buried, pirate
--* Jon A. Lambert - TychoMUD Email: jlsysinc at nospam.ix.netcom.com *--
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