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This is a discussion on "MUD Combat systems" in the Top Mud Sites Advanced MUD Concepts forum : So I had a shot at ClandestineMUD after seeing it recommended as good PvP, but I quit very shortly after realizing it was based on the D&D system from the first dikus - a system I personally consider to be quite archaic by now and severely uninteresting. That got me wondering, aren't PvP MUDs moving ahead with new and more exciting combat systems? So I thought I'd list the ones I knew about and comment on them and then I hope others can post and introduce me to new ones. Diku's combat system, which is actually ... |
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#1 |
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Member
Join Date: Jan 2006
Posts: 99
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So I had a shot at ClandestineMUD after seeing it recommended as good PvP, but I quit very shortly after realizing it was based on the D&D system from the first dikus - a system I personally consider to be quite archaic by now and severely uninteresting.
That got me wondering, aren't PvP MUDs moving ahead with new and more exciting combat systems? So I thought I'd list the ones I knew about and comment on them and then I hope others can post and introduce me to new ones. Diku's combat system, which is actually D&D rules-turned-code. A lot of the time it's just a matter of who has the higher level and better stats on their eq/race/class. I find it to be very uninteresting to use because it usually stacks statistics versus statistics and winning is usually a matter of plain old D&D powergaming. It leaves too little in the hands of the combatant and too much in the statistics making for a fairly detached experience. Godwars II's combat system. I tried it out for a week or so and I did like it. I didn't particularly like what looked like underlying old D&D attack/defence rolls and such (especially with the 5% chance to hit/miss looking precisely like the 20 roll. It provided a fair bit of variety and some tactical thought and was actually pretty entertaining, although I didn't like how the power shifts were somehow too sudden. I either destroyed something or it destroyed me when the middle ground is usually where the most fun is to be had at. It is a pretty good system though, in my opinion. Rapture/IRE/Avalon(?) system. This is the one I've got the most experience with and I do rather like it. It's very deep, very tactical and nicely paced. I love the idea of status effects being a major part of combat because it creates a great deal of complexity and variety when it comes to attack and defence. It can be pretty difficult to get into though and is very vulnerable to scripting, which in my case is a good thing, but to most casual gamers is an inpenetrable wall. Luckily there are combat systems being given out for free on all IRE games currently. Dragonball mud.. I don't know which. It basically had a system of entering a command, getting the message of the attack being prepared and then being launched and the enemy could react with a dodge or another attack. It was based on good reflexes and flexible thought. I really liked it a lot, thought I think that MUD either disappeared or I just for some reason didn't log in after a while. The MUD was highly interesting to play, barring the boringness of having to accumulate power-level. So what fighting systems do you know about? What do you like/dislike about them? Share your thoughts. |
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#2 | |
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Moderator
Join Date: Jan 2006
Location: Seoul
Home MUD: Tears of Polaris
Posts: 218
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Rapture is nothing more than a engine, a simple yet powerful enough scripting language tied in with the networking needs of a mud, nothing more. We at Persistent Realms use Rapture, but that doesn't mean we will have the exact same combat system. We are using their style as a model, and improving(or so we think, heh) upon it more. EDIT: Shameless plug, check out our forums for a little more detail on what we have released on our PK system. Last months teaser(we do monthly teasers of history and/or game systems each month) we gave a pretty important piece of our PK system out to the public. Also feel free to join our forums and give us your idea's for a perfect system, you never know... we might just agree with you and use it! |
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#3 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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D&D uses a d20 attack roll, plus Strength, plus magic bonuses, and compares it to your opponent's armour class (AC), which is their Dexterity bonus plus armour bonus plus any magic bonuses they have. If you successfully hit, you roll a damage dice based on the weapon used plus strength plus magic modifiers (regardless of how well you hit), and apply it directly (regardless of how much armour they've got). GW2 uses one of your four independant Attack ratings, depending on which location you're attacking with. Each attack rating is initially based on your Brawn, Grace, Size and Tenacity. It then adds a modifier depending on which of the 6860 fighting techniques you're using, another modifier for your weapon (depending on how damaged it is and how skilled you are with it), and applies any magical bonuses the item has. It then adds your Combat skill and appropriate weapon skill together and applies them as a percentage modifer, then applies the percentage modifier for a two-handed grip (if appropriate), and another percentage modifier depending on which of the 25 fighting styles you're using. Finally, you add spell and pain modifiers. The mud then selects the best of your opponent's Defence ratings which are capable of blocking the attack (eg a sword cannot stop an arrow or parry two weapons at once, nor can a forearm block a sword, so those Defence locations would be ignored). The three Defence ratings are calculated in much the same way as Attack, and if none are available (eg if they're in cooldown from recently being used) your opponent will have a Defence of 1. If the attack hits, the mud will then calculate the damage inflicted. Your base damage is calculated per-location in a similar way to Attack, adjusted according to your opponent's Resistance (so that tough people take less damage). The actual amount of damage caused is then calculated from the final result, depending on how well you hit your opponent, with additional modifiers based on how good your Attack rating is compared to their Defence - thus if you have a very good chance of hitting your opponent, you'll also typically cause a larger percentage of your maximum damage on a successful hit (and if you only barely hit them, you'll almost certainly cause negligible damage). The inflicted damage then has to make its way through each layer of armour protecting the location struck - for example, if you hit your opponent in the chest, it might have to go through a breastplate, a chainmail shirt, a regular shirt and a vest before being applied to them (assuming they have no natural or spell armour, or damage immunities). Each piece of armour covering the location will absorb a percentage of the damage, depending on the damage type - a steel breastplate won't help much against a lightning bolt for example. The more damage a piece of armour absorbs, the more damaged it becomes, reducing its ability to soak further damage. Certain powers, talents, weapons and magic bonuses can give your attacks the ability to bypass a certain amount of soak, however. Depending on the weight of your armour, a small amount of the remaining damage will also be negated after applying the soak. Obviously that's only the basic system (there are countless more modifiers and special cases which are also taken into consideration), but as you can see it's nothing like the D&D system. |
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#4 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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#5 | ||
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Member
Join Date: Jan 2006
Posts: 99
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I'll say again I really did like the combat system though, it was pretty fun. Quote:
A) You can never code a system to act as an automated combat system - the feedback you get isn't perfect, hence open to many shapes of interpretation. There's a lot of room to be creative there and those with a better understanding of the system will build scripts which are much more responsive than others. B) An automated system will never give you the liberty of a system you scripted yourself. You have multiple options at every possible crossroad and they are differently viable in different contexts. The simplest example I can think of right now is that if fighting a class that can kill you at half mana, you'd want to keep mana above that border while letting health drop lower than that, but there's a class that can kill you at half health. You can't predict everything and the calls are a matter of sentient judgment. You can try and put a lot of intelligence in your scripted system, but it's your intelligence you're putting in there. The script will only work as well as you make it. C) More often than not, there's no perfect solution. An automated system can't make the decision for you because it might actually a bad decision in your own biased point of view and it might come into conflict with longer term strategy. |
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#6 | |
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Senior Member
Join Date: Feb 2006
Location: Seattle
Posts: 266
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o Auto kill/damroll/thaco (DIKU) o Tactical action point queue based (Godwars II) o Buff-heavy balance based (IRE &c.) o Turn based (DBZ?) Another interesting system is at The Inquisition, which has the option of a combat emote system (where you phrase your attack in an emote), though it's important to note that The Inquisition is not a H&S mud. I'm developing a slightly different approach, a tactical round-based closed narrative system, where basically players have pre-combat tactical setup and three chances during combat to modify tactics. After three rounds the combat is over. The problem I have here is this kind of combat probably only suits me, so it might not be the best system to implement on a multi-user game |
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#7 |
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Member
Join Date: Jan 2006
Posts: 99
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How does that actually work at The Inquisition? Are there actual combat rules wrapped in under the emotes? It sounds pretty interesting.
The DBZ one wasn't really turn based as you usually had to react within a special time-frame, too early or too late and you'd have gotten hit, for instance. Then again, that might fall under a broader definition of 'turn based'.. Hard for me to tell. Your strategical system sounds like an interesting take on things. Will it allow for any interference from players after the initial three commands? It looks suited to handling large-skale battles between armies and such. Even if it doesn't work out as a 1vs1 combat mechanism, it will probably make a very decent mass battle mechanism. |
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#8 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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The "highest damaging combination" depends on many factors, not least of which are the tactics your opponent is currently using, and how your 'combination' complements the other techniques you're using. If they suddenly shift the grip on their battleaxe to one hand and unsling a target shield from their back, for example, you're going to need to alter your tactics accordingly. Regarding the 5% chance for a critical/failure - this is common for most combat systems, for obvious reasons, and I've never heard of a mud which didn't have it (or something similar). If you can never hit or be hit, then you remove entirely the element of chance from certain situations. Quote:
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#9 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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I wonder if each combat system could be broken down into something like:
Automated Elements (choose one of the following): * None: If you type nothing, you do nothing (i.e., "manual combat"). * Partial: You hit each round, and may also type commands (eg Diku). * Full: Combat is fully automated - you cannot type any commands (eg Gladiator Pits). * Optional: You may toggle automated combat on or off. Manual Elements (choose zero or more of the following): * There is a delay after each inputted attack executes. * There is a delay before each inputted attack executes. * Each inputted attack costs resources (movement, action points, etc). * Each inputted attack applies a negative modifier to your character. |
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#10 | |
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Member
Join Date: Jan 2006
Posts: 99
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But the elements which determine the strategy seem to be fairly static to me. I.e. you look at your opponent's setup and then simply adjust yours after which the fight is fairly linear. Or that's how it looked to me at least. Meaning, you adopt a single strategy from the start of the fight and stick to it unless the opponent's status changes - and that seemed to be the exception rather than the rule. I didn't get too far into the combat system, but that's what I thought I saw in it - there was usually one or two attacks that would be really useful for any particular fight and the rest could be ignored.
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And it does sometimes seem like putting up one piece of code against another, but fights do require a lot of active input as well. There are too many situations to script without going into the depths of complex AI. |
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#11 | |
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Member
Join Date: Jan 2006
Posts: 99
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#12 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Maybe my imagination is failing, but I cannot conceive of a text MUD combat system that can't eventually be automated to be at least as good as the best human can be. Depth is no barrier. Chess is already scripted, for instance, to be better than any human is. It's just a matter of time before Go is as well. Heck, the main reason we don't have competitive chess tournaments in Achaea (something people have requested for a long time) is because they can just be 'scripted' by using any commonly available chess program to play.
--matt |
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#13 |
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Member
Join Date: Jan 2006
Posts: 99
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Oh that is most certainly the case. What I rather meant was that the more complex and fast-paced a system is, the more open it is to scripting. The more simple and slower a system is, the less necessary it is to script. Finding a balance is going to be very difficult, of course.
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#14 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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--matt |
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#15 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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#16 | |||
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Member
Join Date: Jan 2006
Posts: 99
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What would transferring the scripting capabilities into the MUD itself accomplish, actually? Quote:
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#17 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Quote:
However in practice, there are two ways to make a combat system which people don't script; either you make it so simple that it's not worthwhile, or you make it so complex that it's not feasible. Quote:
A complex combat system is likely to have far more factors to take into account for each decision, and cannot reliably plan ahead. Furthermore, the client won't be able to access all of the information required to form decisions, rending it fallable. I doubt you could create an enjoyable combat system which couldn't be assisted through scripts, aliases and triggers, but you can certainly minimise the advantage, and create a combat system which cannot be automated as effectively as a good human player (based on the limitations of current technology). |
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#18 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Quote:
Or are you referring to the ability to override the default manual commands? In that case you're not chosing when to attack, you're just choosing to replace your default "hit" with something more specific like a "sweep" or "headbutt" - the combat itself will continue regardless of whether or not you type anything. Quote:
However the main reason for the example was to try and draw the line between automated and manual combat. Quote:
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#19 |
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Member
Join Date: Jan 2006
Posts: 99
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It really isn't that simple.
First of all, in chess, every single move causes a change in status. In chess there are as many possible statuses as there are possible combinations of piece*position and all of them are significant. In combat it's very, very rarely like that. The possible statuses can usually be reduced to a much lower number. Or even simpler - you can just react to specific statuses and ignore most others. Combat systems are more practical to script that chess. The point isn't to make a combat system that can't be scripted, it's fairly impossible to do so. The point is to create a system that can be exciting, yet doesn't need to be scripted. The balance lies between making it fast enough and complex enough so the faster players will still be excited and so the slower ones can assist themselves with some scripting. That's what I think at the moment, at least. |
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#20 | |
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Senior Member
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Clandestine's PvP system is not stock or even similar to D&D at all. If you just "tried it", then you obviously did not level to the point where you could even experience player-versus-player combat. The opening 50 levels (there are 205 max levels) use mostly stock Diku spells; however, these spells are worthless in PvP and worthless once you reach level 50. It is more along the lines of an introduction to the game. I could refer you to Clandestine's two PK Logstations if you were truly interested in its actually rather unique and fast-paced PvP, but knowing you to be little more than someone who comes on here to blindly defend IRE's Matt and flame other MUDs, I doubt you were ever logging on with hopes to find a new place to play anyways. Long story short; get to level 205 if you want to experience PvP at Clandestine. One should become acquainted with a MUD before attempting to blindly PK anyways. Now let me read the rest of these posts and catch up. |
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#21 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Quote:
The random element simply renders these states unreliable - you can no longer work in terms of absolutes. You can't guarantee victory through a specific sequence of actions. Try playing a game of chess, except that each playing piece has a combat value (Queen = 9, Rook = 5, Bishop = 3, Knight = 3 and Pawn = 1). Every time one piece tries to take another, both players roll 2d6 and add the combat rating of their playing piece. If the attacker wins or draws, then they take the defender's piece, otherwise their own piece is destroyed. Now see how effective the computer AI is. |
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#22 | |||
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Member
Join Date: Jan 2006
Posts: 99
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#23 | ||
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Member
Join Date: Jan 2006
Posts: 99
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You could potentially reduce every possible combination to a reaction, but that's completely impractical. You could potentially create a perfect computer AI to do the fighting for you, but doing so is impractical - it's a mammoth task and it's not necessery. Quote:
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#24 | ||
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Member
Join Date: Jan 2006
Posts: 99
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Quote:
I logged into Clandestine, made a character through the painfully familiar process and then got the painfully familiar question of "What weapon do you wish to use?" I checked score and realized I was playing another Diku derivative. Are you now telling me that the combat system suddenly stops being Diku based after the 50th level? |
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#25 |
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Senior Member
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There are many ways to discourage scripting in your MUD. We've introduced several anti-scripting measures on Clandestine MUD for PvP that have created a history of environment where players do not rely on scripts and rather reflex and action in combat. There have been times where we have toyed with advanced scripts for fun, in order to see how they would react in our larger group on group battles, and while possible, it is not truly a feasable ploy;
Beyond just the fact that Clandestine(and I'm sure we're not the only MUD) employs anti-combat scripting measures, we have a very intelligent PvP base. An intelligent PvPer on a MUD such as ours would be able to tell that an opponent is using a script, and then take measures to abuse others' scripts (and if the scripter were able to avoid abuse, still take advantage of knowing how they can force an opponent's script to flee/do other things). Then, on a MUD such as Utopia, everything becomes so verbose and so many things are happening at once, that scripts become even easier to confuse. In the end, when I give seminar or write articles on MMORPG and MUD(it is particularly true for MUD) PvP, the element I always stress will serve your player-killing efforts more in the end than anything else is creativity and psychology. You cannot really compare PvP to chess - one has no element of random, the environments are totally different, one introduces many more than 2 versus players, and reaction-time means everything in PvP. On a good PvP MUD, the player should be getting the same kind of adrenaline kick that you got when you went to the arcade and played Street Fighter II, or when you go out with a group of friends to play paintball. |
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#26 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Many muds already have scripting languages, so from a technical point of view it shouldn't require much effort to add this sort of support. Of course you might not want hundreds of players using the server to do their number crunching, and you quite possibly don't want to encourage people to use scripts instead of playing themselves, but there's no reason why it couldn't be done - and a number of ways in which it could be used for the benefit of the mud (perhaps as an admin tool). Quote:
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#27 | |
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Senior Member
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The point of my previous post, in-line with response to this post, is that MUDs which require client-scripting triggers to PvP means that you aren't doing something right. In Utopia, one of the fastest, most verbose, most intense PvP systems I've played - scripting is not required. In Everwar, scripting is -not- required. If advanced scripting is required in any PvP game in order to succeed in combat, I'd challenge the designer of that combat system, stating that making your system that complex does not serve you if you force your players to no longer take responsibility for all elements of their own PvP. As far as flame-baiting, I won't respond to that(I felt like the topic subject itself was flame baiting, hence my post). As far as Clandestine - yes, like many other successful MUDs, it is a descendent of DIKU; however, as many MUDs have proved in the past - good coders can take the DIKU combat system and mold it many different ways. If you did not even bother to combat, or level, or PvP, you really have no right posting incorrect assumptions involving another MUD up. That, is flame-baiting, effendi. |
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#28 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Hadoryu wrote:
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As Kavir pointed out, every change changes the landscape, but there's a pretty long continuum there between trivial changes (such as losing 1 hp in Achaea's combat system) and massive changes (making virtually any move in chess) to the landscape. I think the thing to do is mix up moves of small consequence with moves of large consequence. --matt |
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#29 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Can you imagine how dull it would be to play a combat system like that? Do you know of any muds which don't use an element of chance in their combat system? |
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#30 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Donathin wrote:
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--matt |
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