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Re: [MUD-Dev] Resets, repops and quests
[Alex O:]
:Hello guys.
Welcome back! :-)
:Have been a bit busy a bit lately and didn't follow the discussions.
:I'm now under a curse compelling me to catch up with the list (~800 messages
:worth of backlog... <gulp!>).
I had a co-worker over last night and we spent the evening talking, etc.
Now I find that I have 75 email messages just this morning!
:Anyways, There was an interesting thread about a month ago which discussed
:resets and repops in a mud. The consensus seems to be that resets are a thing
:to be avoided(tm).
Explicit, game or area-wide resets are something I don't like. Some kind
of resetting of state is pretty well needed locally, however, else you
can't have the same puzzle solved more than once.
:The question that was left unanswered is: How can a mud have a working quest
:system without some kind of resets?
When I was doing my little quests, the issue that come up is that of how
a given quest can be solved by different people at the same time. I was not
able to come up with an answer, and ended up being unsatisfied. One of my
entire areas shuts out other characters while one character is in it. I
don't like that, but couldn't see an alternative, given the nature of the
puzzle in it.
How *do* others out there solve this?
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Levels and Goals [was Alright..IF your gonan do, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 28 May 1997, 21:47 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Matt Chatterley root#mpc,dyn.ml.org, Wed 28 May 1997, 23:19 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Raz muddyraz#mushroom,demon.co.uk, Fri 30 May 1997, 07:26 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Todd Lair tlair#mailzone,com, Fri 30 May 1997, 08:55 GMT
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