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Re: [MUD-Dev] The grass is always greener in the other field
On Sat, 18 Dec 1999, Petri Virkkula wrote:
> >>>>> "JCLawrence" == J C Lawrence <claw#cp,net> writes:
>
> JCLawrence> Locked doors on houses were fine with percentage chances
> JCLawrence> at picking the lock -- until someone noticed that even a
> JCLawrence> 0.0001% chance requaled a ~100% given a pick-lock macro
> JCLawrence> playing endlessly.
>
> In BatMUD safe containers are locked with a three number
> combo. You don't need to have a lock picking skill to try to set
> the correct combo, but instead the lock picking skill might
> prevent the lock getting too hot (a wrong combo makes the lock
> first too hot to be operated and later breaks it, a broken
> lock eventually fixes itself after certain period of
> time). That makes macros basically unusable.
>
I haven't played BatMUD for many years, but I recall that you also had
trapped locks that would hit you with a poisoned needle if you put in the
incorrect combination.
--matt
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- Thread context:
- Re: [MUD-Dev] The grass is always greener in the other field, (continued)
- Re: [MUD-Dev] The grass is always greener in the other field,
Bruce Mitchener, Jr. bruce#puremagic,com, Thu 16 Dec 1999, 20:56 GMT
- Re: [MUD-Dev] The grass is always greener in the other field,
Cynbe ru Taren cynbe#muq,org, Thu 16 Dec 1999, 22:49 GMT
- Re: [MUD-Dev] The grass is always greener in the other field,
Cynbe ru Taren cynbe#muq,org, Thu 16 Dec 1999, 23:10 GMT
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