This is not a log. ;)
I get right to the point.
First. I fear that MUME is little more than slow-paced Action-Quake with bad controls.
People fail to see that it is not "clients" that should be banned, but "need for clients".
Instead of screaming why people are using actions/clients, you should start thinking,
why are they doing this, what is wrong with MUME, that this kind of thing is needed,
what could we do to improve MUME and gameplay in general.
Let me quote here:
Cur:
"Several years ago, people risked having their chars deleted if they left them running
as bots, responding automatically to narrates of 'trans' with cast 'trans' (narrater).
The reason? Automated characters, bots and characters running more or less on client-programmed autopilots
were illegal and nobody wanted them playing the game."
- hmm.. very well then. I remember those times. Kienna even got demoted for this..
Cur:
"Since then, people have tried increasingly to circumvert any rules
to this effect. Having automatic triggers, 'actions' such as automatically
hitting or following and hitting became popular, although frowned upon by the
majority of MUME players, until they were banned. Even after they were banned,
several 'bad apples' were discovered, players who deliberately used actions
in spite of the ban. After this, actions for many other things were used
increasingly often. Actiontracking, actionbashing, actionfleeing and
actiondoorclosing spring to mind, but there were other kinds."
- Strategic battle desisions, not spamming commands should be characters mission.
- CLIENT: AUTOFLEE
- PROBLEM: not solvable in current system.
- First I really dont like that old diku part how flee is done.
- (random direction)
- What is wrong with character understanding where he wants to evade from battle->
- (success speed is dependant how engaged character is),
- but u dont have to spam it.
Your character tries until succeeds.
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- CLIENT: AUTOHIT, AUTOFOLLOW AND HIT
- SUGGESTION:
- What is wrong (from characters point of view) wanting to attack every enemy on sight?
- make options- autohit
autocast
- mume variable= favourite target/target
- you should be able to engage any enemy player that is entering the room,
- because your character is ABLE to recognize the enemy and is willing to attack any
- enemy.
(The way it is now it is redicilous. Some character spamming in and out of the room
and you not be able to hit him due link/spamming etc factors. But your character
sees him and should have possibility to engage.)
- also should work when you enter the room with an enemy inside.
- Yes, you cant do changes like this without major changes (ref. to flee/evade also.)
- As engaging should not be instant, following and autohiting is not effective as
- opponent moves away from you trying to engage him.
(Even engaging is done rather decently now)
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I have nothing against optional-
AUTOFOLLOW
AUTOTRACK
Same reasoning. Why should you type in every dir while tracking (and with chance of
misdir). Its not your characters skill in tracking. Yes, your character tracks 100%,
but due link and your own poor brain absorbing text-based information, it really is around
70%. Cmon, picture this, your character sees tracks, nose in the ground, walks behind them,
till you say stop..
If he gets lost, it should be coded.
Would'nt it be cool if your character sees tracks going east, while they really went west?
Messing up 2 elf tracks? Stuff like that?
Like with every automatic feature, you could use stuff like "enter" canceling
and "go" resuming the automatic feature.
Drax: "While in inbuilt autotrack mode pressing once enter should end your auto follow,
not tracking. To where you can return with GO command or something."
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AUTOOPEN/CLOSE DOORS
Another one that has been identified as a problem.
Its a bit trickier here. But here is what I would do.
I think character should remember door names. Once he knows where the secret is
and knows how to open it, it can then opened/closed automaticly next time
character attempts to go into right direction.
I know it adds a bit into char database, describing with few bytes wich doors
every character knows, but it's well worth it.
I have seen all aspects of it done beautifully in another mud.
Also... I rather loose all spam closing/opening by using them as continous commands..
if character does not leave room and has opened a door, he can automaticly try to keep
the door open and vice versa.
Drax: "Strength or speed modifier should affect it or the fact that you are
fighting should lower your door control ability."
AUTOBASH/KICK
An option, naah I rather see it all done automaticly during fight, Character trying
to kick/bash bash based on statistics and opportunity. No more /who has better spam/link
bashes ...
Also automatic stand should be added after unsuccessful bash, since 99% of players
have bash;stand alias.
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Cur:
"Of course, in my opinion clients that enable you to have hotkeys -of any kind- should be banned.
And people should be obligated to show logs to show they're fighting fair.
Of course, logs can be edited, but it often shows anyway if you know what to look for.
It should all be down to aliases, reflexes, area knowledge and typing speed,
not time spent configuring your client."
- Yikes!
- Run Quake2. Go to console mode. (Console mode is half of screen used for typing in commands)
Remove all keybindings. Instead of pressing keys to move around and shoot, Type:
+move right
+move forward
+aim 20'north 20'west
+use hyperblaster
+fire
+center view
-Having fun already???
Aliases`? -> helping some. should,nt they be removed too, right, getting more typing contest?
Reflexes`? -> U cant execute reflexes very well, you are dependant with your interface with mume.
I bet only typos will happen? Anyway reflexes + concentration works here.
Naah, I dont want this game to be typing speed contest. Sorry. Lets take a vote on that.
Naah, the interface should be as supportive as possible. I prefer direct brain waves giving my
characters instant orders :) actually
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please consider carefully ,)
Think what would you like MUME to be? Action-Quake with bad controls
or RPG, where MUD takes care most of unconvenient staff and leaves players with more strategy and RPG.
Yes right now it is slow-paced Quake. Kills are harder to get and therefore more rewarding. Deats are harder
on you and upset you more also. But cycle here is the same. Death, -> re-equip, -> Frags -> Death
MUME could be so much more.
Why some cool stuff is in no_idea list I dont know.
I like player-supported towns. I like player formations. I like raidable/takeble cities. U can
actually have any impact on the game world. And it wont hurt Tolkienish feeling too.