Difference between revisions of "Talk:RubyMUD"

From questden
(Created page with '===Vote: Player Killing=== Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute. …')
 
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===Vote: Player Killing===
 
===Vote: Player Killing===
 
Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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ALWAYS-5, levels provide large stat boosts, this way you couldn't have people one-hit-killing eachother. -Rosque
  
 
===Vote: Player Death and Penalties===
 
===Vote: Player Death and Penalties===
 
I'd like to see how the ASTRAL idea works, it would promote teamwork and make the inevitable healer-player(s) a valuable friend to have.  If we can though, I'd like to see a combination of ASTRAL and EXPERIENCE, but EXPERIENCE needs to be changed.  From playing TGMUD, losing 100 exp per level is severely detrimental at any level, and I propose that it be lowered to 50 (or perhaps 25 if we want to be nicer) through use of the expression @x1*50 (or @x1*25).  My vote goes to ASTRAL, @x1*50/@x1*25.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
I'd like to see how the ASTRAL idea works, it would promote teamwork and make the inevitable healer-player(s) a valuable friend to have.  If we can though, I'd like to see a combination of ASTRAL and EXPERIENCE, but EXPERIENCE needs to be changed.  From playing TGMUD, losing 100 exp per level is severely detrimental at any level, and I propose that it be lowered to 50 (or perhaps 25 if we want to be nicer) through use of the expression @x1*50 (or @x1*25).  My vote goes to ASTRAL, @x1*50/@x1*25.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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1. That way bodies will be left to resurrect if need be, and practically no experience loss to worry about, especially because dying once often leads to dying multiple times in a row. -Rosque
  
 
===Vote: Punishment for Fleeing Battle===
 
===Vote: Punishment for Fleeing Battle===
 
NO PENALTY, hands-down.  Fleeing is a tactical maneuver, we should never be punished for it. --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
NO PENALTY, hands-down.  Fleeing is a tactical maneuver, we should never be punished for it. --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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NO PENALTY. -Rosque
  
 
===Vote: Playerbody Looting===
 
===Vote: Playerbody Looting===
 
In the interest of fun and fairness, I have to vote SELFONLY.  Either of the others are likely a bad choice, especially if we get a high-levelled character picking on all the lower-levelled characters and stealing all their stuff.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
In the interest of fun and fairness, I have to vote SELFONLY.  Either of the others are likely a bad choice, especially if we get a high-levelled character picking on all the lower-levelled characters and stealing all their stuff.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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Until more details are hammered down for items, SELFONLY. Even afterwards it may prove to be the best option. -Rosque
  
 
===Vote: Injury and Limb Severing===
 
===Vote: Injury and Limb Severing===
  
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Very much reduced, majority of severing should be from skills designed to do so. Modest threshold to prevent limb loss from inconsequential enemies, large number of hit points lost to remove a limb, low level to start losing limbs, but it should definitely not be too much of a hassle to restore them. -Rosque
  
 
===Vote: Show Damage===
 
===Vote: Show Damage===
 
NO, it's more interesting and immersive if we can't tell numerically how much health the enemy has remaining.  Over time, we'll learn how much damage enemies can take simply by fighting them.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
NO, it's more interesting and immersive if we can't tell numerically how much health the enemy has remaining.  Over time, we'll learn how much damage enemies can take simply by fighting them.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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NO, definitely not. It kills the mood and makes things seem less organic. -Rosque
  
 
===Vote: Class System===
 
===Vote: Class System===
 
SUB I found was very fun back in TGMUD, but if we build a new class system I would also vote MULTI.  Weird character builds make for fun challenges.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
 
SUB I found was very fun back in TGMUD, but if we build a new class system I would also vote MULTI.  Weird character builds make for fun challenges.  --[[User:Ashsflames|Ashsflames]] 23:25, 20 January 2010 (UTC)
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Difficult to decide right now, some more class brainstorming would help. -Rosque

Revision as of 19:53, 20 January 2010

Vote: Player Killing

Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute. --Ashsflames 23:25, 20 January 2010 (UTC)

ALWAYS-5, levels provide large stat boosts, this way you couldn't have people one-hit-killing eachother. -Rosque

Vote: Player Death and Penalties

I'd like to see how the ASTRAL idea works, it would promote teamwork and make the inevitable healer-player(s) a valuable friend to have. If we can though, I'd like to see a combination of ASTRAL and EXPERIENCE, but EXPERIENCE needs to be changed. From playing TGMUD, losing 100 exp per level is severely detrimental at any level, and I propose that it be lowered to 50 (or perhaps 25 if we want to be nicer) through use of the expression @x1*50 (or @x1*25). My vote goes to ASTRAL, @x1*50/@x1*25. --Ashsflames 23:25, 20 January 2010 (UTC)

1. That way bodies will be left to resurrect if need be, and practically no experience loss to worry about, especially because dying once often leads to dying multiple times in a row. -Rosque

Vote: Punishment for Fleeing Battle

NO PENALTY, hands-down. Fleeing is a tactical maneuver, we should never be punished for it. --Ashsflames 23:25, 20 January 2010 (UTC)

NO PENALTY. -Rosque

Vote: Playerbody Looting

In the interest of fun and fairness, I have to vote SELFONLY. Either of the others are likely a bad choice, especially if we get a high-levelled character picking on all the lower-levelled characters and stealing all their stuff. --Ashsflames 23:25, 20 January 2010 (UTC)

Until more details are hammered down for items, SELFONLY. Even afterwards it may prove to be the best option. -Rosque

Vote: Injury and Limb Severing

Very much reduced, majority of severing should be from skills designed to do so. Modest threshold to prevent limb loss from inconsequential enemies, large number of hit points lost to remove a limb, low level to start losing limbs, but it should definitely not be too much of a hassle to restore them. -Rosque

Vote: Show Damage

NO, it's more interesting and immersive if we can't tell numerically how much health the enemy has remaining. Over time, we'll learn how much damage enemies can take simply by fighting them. --Ashsflames 23:25, 20 January 2010 (UTC)

NO, definitely not. It kills the mood and makes things seem less organic. -Rosque

Vote: Class System

SUB I found was very fun back in TGMUD, but if we build a new class system I would also vote MULTI. Weird character builds make for fun challenges. --Ashsflames 23:25, 20 January 2010 (UTC)

Difficult to decide right now, some more class brainstorming would help. -Rosque