Dark,

I still have it on my todo list (it's actually in the code in a big
comment block at the top of look.c so I don't forget about it.)  We've
been putting most of our effort into improving the low level areas and
new player code for the past couple of months, so a lot of other
things are taking second stage right now.

On the plus side, it looks like that work is starting to pay off - we
found and fixed a bunch of choke points where players normally get
stuck, and added new material in places where there wasn't quite
enough.  Both the graveyard crypts and the false temple have been
expanded, and we added two new level 10-11 areas on kordan.

I'm going to have to take a break on that for a week or so though, we
have our 17th anniversary event coming up next weekend.  I'm currently
setting it up as a six part story with pieces coming out over friday,
saturday, and sunday.  I'll post more on that in a day or two.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Sat, Jan 7, 2012 at 2:54 AM, dark <[email protected]> wrote:
> hi John.
>
> it's not  a matter of not telling what goes on in comabat, it's not being
> able to get the ful description of who your fighting.
>
> mostly you walk into a room and get attacked streight off without warning,
> so don't get to look at your opponent and read the long description. This is
> fine in terms of gameplay, but I'd really like to know more than just the
> name evil wizard, especially with some of the more interesting monsters,
> hence my suggestion of a preview command that could be used on corpses to
> get the descriptiof them awake.
>
> Beware the grue!¬
>
> Dark.
> ----- Original Message ----- From: "john" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Saturday, January 07, 2012 12:58 AM
> Subject: Re: [Audyssey] Randomisation in Games was Huge Cave
>
>
>> Dark, if your on mushz, filter fights makes it all sounds (if you can't
>> tell what's what delete the weapon sounds and weapon swings
>> folders). That rules while zerking multiple enemies.
>>
>> ----- Original Message -----
>> From: "dark" <[email protected]
>> To: "Gamers Discussion list" <[email protected]
>> Date sent: Fri, 6 Jan 2012 21:03:33 -0000
>> Subject: Re: [Audyssey] Randomisation in Games was Huge Cave
>>
>> Hi dennis, that is absolutely true.
>>
>> My only problem in alter is that with some of the descriptions, the game
>> goes a litle fast to read them, especially as far as attacking enemies go.
>>
>> Just out of interest, did the preview command to get a ful description
>> from
>> a corpse we discussed in in game chat ever get added?
>>
>> Beware the grue!
>>
>> Dark.
>> ----- Original Message -----
>> From: "Dennis Towne" <[email protected]
>> To: "Gamers Discussion list" <[email protected]
>> Sent: Friday, January 06, 2012 2:15 PM
>> Subject: Re: [Audyssey] Randomisation in Games was Huge Cave
>>
>>
>> Dark,
>>
>> We actually use a ton of tricks like this on the Alter Aeon server,
>> with everything from damage messages to bottled potions, brews,
>> soulstones, and unique items.  One of the coolest things about modern
>> games in my mind are the randomly generated things that are
>> occasionally really, really cool.  Pretty much everything on AA is
>> random number generator driven, and the random number generator is
>> used literally tens of thousands of times per second while we're
>> running.
>>
>> (For those of you interested, the AA server uses an 8 by 32 bit MWC
>> PRNG, which is really fast and high enough quality for pretty much any
>> kind of game.  See http://en.wikipedia.org/wiki/Multiply-with-carry/
>> for details.)
>>
>> Dennis Towne
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>> On Fri, Jan 6, 2012 at 2:56 AM, dark <[email protected]> wrote:
>> Hi Tom.
>>
>> all that is very true, also in terms of text sinse the english language
>> contains so many descriptive words, having the game randomly select a
>> couple
>> can give the appearence of new items or descriptions even though it is
>> only
>> selecting from a pool, which can completely change the feeling of the
>> game.
>>
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