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Re: [MUD-Dev] The grass is always greener in the other field
JC Lawrence wrote:
>
>From: pluto151t#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
ships, etc.
--
--* Jon A. Lambert - TychoMUD Email: jlsysinc#nospam,ix.netcom.com *--
--* Mud Server Developer's Page <http://jlsysinc.home.netcom.com> *--
--* "No Free man shall ever be debarred the use of arms." Thomas Jefferson *--
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- RE: [MUD-Dev] Neural Networks as the AI system for a MUD?, (continued)
- [MUD-Dev] The grass is always greener in the other field,
claw claw@kanga.nu, Fri 26 Nov 1999, 19:48 GMT
- [MUD-Dev] (fwd) Re: Artificial Language for MUD programmers,
claw claw@kanga.nu, Fri 26 Nov 1999, 19:06 GMT
- [MUD-Dev] volunteerism on muds (fwd),
J C Lawrence claw@cp.net, Thu 25 Nov 1999, 01:47 GMT
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