Talk:RubyMUD

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Revision as of 18:25, 20 January 2010 by Ashsflames (talk | contribs) (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

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)

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)

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)

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)

Vote: Injury and Limb Severing

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)

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)