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Re: [MUD-Dev] The grass is always greener in the other field
On Fri, 26 Nov 1999, Jon A. Lambert wrote:
> 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.
You can bury stuff in Achaea (I'm quite proud of our whole buried system
actually, as it goes up to 9 levels deep....druids who are morphed into a
gopher or wolverine can burrow down, and can burrow underneath cities and
then pop up anywhere that isn't paved over, etc), and there are some
limited chests. Each guild has a vault to store stuff in. When
player-built housing goes in, chests and closets will become essential for
storing equipment in.
--matt
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- 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
- [MUD-Dev] Fair/Unfair? Scenarios (fwd),
J C Lawrence claw@cp.net, Thu 25 Nov 1999, 00:51 GMT
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