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[MUD-Dev] Re: Implementing god.
On Sat, Sep 12, 1998 at 11:51:53AM +0100, Marian Griffith wrote:
> Adam's basic assumption is wrong. You do not go to the mud to work. You
> go there to talk to people, create things and maybe look around. It is
> much more like going to a cafe than going to work.
Oh, I agree utterly with this. That would be a far more entertaining way
to spend time. Albeit it may turn UO (for instance) into an expensive IRC.
What I don't think I like is UO's skill model, where, as I understand it,
you have to click eleventy-billion times to be able to make a nice-looking
suit of clothes. It's that whole
first-through-third-level-in-D&D-takes-forever and unless you're playing
among fist-through-third level players rather than higher-level
players-it's-not-much-fun-sort-of-thing.
It's having to practice, practice, practice to become a good tailor that is
realistic but strikes me as likely to cost you players who get bored in the
interim.
I may have vastly misunderstood how Ultima's skills work, however.
Adam
--
adam#princeton,edu
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman
- Thread context:
- [MUD-Dev] Re: Implementing god., (continued)
- [MUD-Dev] (fwd) "Smart" monsters,
Nathan Fenenga Yospe yospe#hawaii,edu, Mon 03 Aug 1998, 23:07 GMT
- [MUD-Dev] Interesting poll,
Koster, Raph rkoster#origin,ea.com, Mon 03 Aug 1998, 22:57 GMT
- [MUD-Dev] Re: (Fwd) **NOTICE REGARDING YOUR SEARCHLIGHT SOFTWARE**,
John Bertoglio alexb#internetcds,com, Sun 02 Aug 1998, 07:31 GMT
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