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BatMUD Forums > Ideas-wanted > Re: guild teleport

 
 
#1
16 Nov 2002 23:01
 
 
Hmm, dunno if this is something stupid but still, magical guilds could have
something like teleport to guild spellthing, whereas nomad guilds dont need
such since they are located as they are now. Maybe not even all magical guilds
but some, harder to reach ones, and oh yea, this being stupid ofcourse since
there are navs, but for newbis this might be nice to have?

 
 
 
Ulver
136d, 6h, 50m, 51s old
Level:
47
 
 
#2
16 Nov 2002 23:01
 
 
Ulver wrote:
Hmm, dunno if this is something stupid but still, magical guilds could have
something like teleport to guild spellthing, whereas nomad guilds dont need
such since they are located as they are now. Maybe not even all magical guilds
but some, harder to reach ones, and oh yea, this being stupid ofcourse since
there are navs, but for newbis this might be nice to have?
I think all and any teleport, be it trees or spells, ruin batmud's efforts of
having a big outer world. Think about it, even without teleports, players
'speedwalk' much too easily from place to place, effectively making this world
feel smaller. I'd like the EP cost of traveling rised to something that even
with hiking skill 50 one couldn't travel using roads further than half the map
with 300EPs. Then it would be more meaningful to use those cities closest to
you and we'd get real feeling of travelling great distances on foot. Of
course, we'd need same density of explorable areas as there is around BC to
make it worth and interesting living on opposite corner of the world. It is a
big world, after all. Maybe that command delay could be tuned so that movement
commands in wilderness would take longer, like 0.5s/per room?

 
 
 
Koomikko
4d, 21h, 46m, 56s old
Level:
28