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RE: [MUD-Dev] Optimized Object Storage
> Michael Sellers wrote:
>
> > Ian wrote:
> > Having a piece of metal armor, kept in a presumed
> > oiled condition, in
> > a dry environment, and then getting 'a pile of rust'
> > or the even more
> > generic 'crumbles into dust', is OOC to my mind
> > because it is not
> > realistic.
>
> Okay, but this seems OOC because it's extreme. First,
> you're *assuming*
> that the character is keeping the armor in a nicely
> maintained (oiled, etc.)
> state, without requiring any effort or cost on their
> part -- a missed
> opportunity for a money-drain, IMO. Second, if you
> *did* have a maintenance
> requirement, you could make the "crumbles to dust"
> option generally
> avoidable, though the armor's utility would drop
> gradually, slowed by
> maintenance and speeded up by use/damage/etc. In this
> way, the player would
> stop using the armor as soon as it was of little
> utility (and this decrease
> need not be linear) without having to endure the
> surprising "crumbles to
> dust" messages.
I don't understand your viewpoint there Michael. I can see you have a
preference for that way of doing things, and I don't. It's probably
personal. I think your method is micro-management oriented, and you
feel mine is contrived. I doubt we'll reach concensus on the subject.
Viva la difference :-)
Regards,
Ian.
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- Thread context:
- RE: [MUD-Dev] Optimized Object Storage,
Sellers, Michael MSellers#maxis,com, Fri 17 Dec 1999, 23:00 GMT
- Balancing between anxiety and boredom (was RE: [MUD-Dev] Fair/Unfair? Scenarios (fwd) ),
Sellers, Michael MSellers#maxis,com, Fri 17 Dec 1999, 23:00 GMT
- [MUD-Dev] Online Migration and population mobility in a virtual gaming setting - Ultima Online,
J C Lawrence claw#cp,net, Fri 17 Dec 1999, 22:57 GMT
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