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[MUD-Dev] Re: Levelless MUDs
> -----Original Message-----
> From: Holly Sommer [SMTP:hsommer#micro,ti.com]
> Sent: Tuesday, June 16, 1998 10:26 AM
> To: mud-dev#kanga,nu
> Subject: [MUD-Dev] Re: Levelless MUDs
>
> On Mon, 15 Jun 1998, jacob langthorn wrote:
>
> > Okay, call me crazy, but I don't think in 6 years of mud coding
> > that I've ever created a piece of equipment that was "level" based.
>
> I wouldn't say crazy, just "someone who has never built on a Diku."
> Are
> Richard Woolcock and I the only Diku people here? Sometimes it sure
> feels
> like it.
>
Actually, I'm from a Diku background. But I admit, I always thought
level restrictions on equipment were tacky. They're an artificial method
of doing something which can be accomplished without too much difficulty
by other means if the game system supports it. I've been working on
Dikus for around 6 years myself, and I never made a level-restricted
piece of eq either.
-Raph
- Thread context:
- [MUD-Dev] Re: Levelless MUDs, (continued)
- [MUD-Dev] Re: Levelless MUDs,
Katrina McClelan kitkat#the486,bradley.edu, Tue 16 Jun 1998, 20:42 GMT
- [MUD-Dev] Re: Levelless MUDs,
Adam Wiggins adam#angel,com, Wed 17 Jun 1998, 01:20 GMT
- [MUD-Dev] Re: Levelless MUDs,
Matt Chatterley matt#mpc,dyn.ml.org, Mon 29 Jun 1998, 20:26 GMT
- [MUD-Dev] Re: Levelless MUDs,
Koster, Raph rkoster#origin,ea.com, Tue 16 Jun 1998, 15:59 GMT
- [MUD-Dev] Re: Levelless MUDs,
D. B. Brown dbrown1#stny,lrun.com, Wed 17 Jun 1998, 19:32 GMT
- [MUD-Dev] Re: Levelless MUDs,
Travis S. Casey efindel#io,com, Tue 30 Jun 1998, 17:45 GMT
- [MUD-Dev] Re: Monthly FAQ Posting,
J C Lawrence claw#under,engr.sgi.com, Tue 09 Jun 1998, 02:11 GMT
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