Posted by Nepenthe(IMM) on December 14, 2000 at 18:00:57:
In Reply to: Moral posted by LongForgottenFellow on December 14, 2000 at 15:46:00:
> This is the most pathetic chunk of code around. Would you care to submit some examples of your own coding and a resume? > The idea is sound, but then theirs that damned implimentation. People, in order to play well, try to think in the mind of their character. So the mud telling you that you are unhappy because you almost got killed is unwarrented. For example a good amount of time you could be THRILLED. "HOLY SHIT! I FLED FROM THE LICH WITH 1% AND WITH NO LONG HOLDING DAMAGE! I LIVE! WOOOOO WOOOO" You are unhappy. It seems that the mud telling your character how he/she feals is radically flawed. Somehow regardless, I doubt it shall be removed from the coding. Like making recall just a command rather than a skill, its just one of those things that doesn't quite add up. Just to make you happy (damn, there I go telling you what makes you happy again. it's a hard habit to break) the morale status gauge on score no longer uses words like unhappy. The adjectives weren't accurately reflecting the nature of morale. Seriously now, morale is more an insight into the status of your character as it pertains to combat than a general gauge of mood. As an example, take your guy who went up against a lich and escaped with 1% HP. Assume he's not completely insane. Go up to this guy while he's still hanging to life by a thread and ask, "Yo! Dude! How do you feel about the prospect of going up against that scary dead bugger again, right now?" Now, maybe this guy loathes the undead and plans to get right back in there as soon as he heals up some -- but that's some time away and we're talking about the immediate present. We're not talking about whether he feels happy or sad about his surviving, but whether he feels (compared to what is "normal" for him) anxious, jumpy, more inclined towards flight than fight, etc. I don't know if that clears anything up, but I can hope.