amw@ulysses.UUCP (Andrew Wild) (04/03/85)
[Go on, throw me a tripe ration] I thought some people out there might be interesting in the changes we have implimented (and some we're still considering) on our version of hack: 1. Environment variable 'SEX' which is checked for Male/Female. If not present then 'person' is used ... This is because I watched somebody here being seduced by a Nymph and I said "But you're female !". The first act was to prevent Nymphs from seducing female players. Then a male player said that this wasn't fair; if we were going to do this we'd have to give male players extra strength ... you can see where the discussion was headed. Furthermore, one of the male players wasn't sure that he liked the idea of being seduced any more than the females. So, exit Nymph. Enter Ninja, with identical stats to the Centaur. Exit Centaur, enter Con-artist (we decided this was an acceptable spelling). The Con-artist tricks characters out of items rather than resorting to violence. Naturally, people of undecided SEX choke on 'their' food, rather than 'his' or 'her' food. This requires that a players sex is in the score file (otherwise you end up using the SEX of the users, not the dead player !). And all sorts of other little messages in similiar vein. 2. Escaping with amulet code (easy ... remember to update score file !) 3. Storing uids instead of names in the score file, thus limiting players to one entry per class each. It doesn't stop me pretending to be somebody else though ! 4. New character type: A Ghostbuster. We've recently got very tired of meeting learner players ghosts all over levels 2-4, so we're going to add a new character and a magic weapon. The trouble is, I can't remember what the things should be called (help !). Apart from this piece of scientific mastery, the Ghostbuster has almost no other equipment (we were thinking of what we could do to the dog while we were at it ...). Because of the imbalance caused by having ghost-destroying devices deliberately left lying around, dead Ghostbusters leave no trail. I don't care, I *like* the idea of being a ghostbuster ! 5. A couple of silly bugs. All reported on net.games.hack. ... As you can tell, we've hacked a little. This does not seem to have detracted from our enjoyment of the game. My co-hack-hacker and I have not pawed for long hours over listings trying to see how we can get ahead. I know my co-hack-hacker reads and furtively stores all the clues from net.games.hack; I don't (more fool me). Before I go home to bed, I thought I'd say how embarrashing it is to be killed by a scroll of genocide... I was only trying to make robbing shops easier ! And to have it on the scoreboard as well ... By the way, I regard it as a bug that you can't genocide demons or trappers. Shape-changers too I imagine. Oh dear, perhaps I won't be going home so early tonight .... Anybody got any *interesting* monster ideas (like the Tax-man) ? -- Andrew. Net : {ucbvax, vax135}!ulysses!amw [Netsite "homer", Murray Hill, NJ] Work: (201) 582 5810 [My very own phone !] Home: (201) [Who needs one anyway ?] Mail: 605 Goodmans Crossing, Clark, New Jersey, 07066, USA.
aeb@mcvax.UUCP (Andries Brouwer) (04/04/85)
In article <10034@ulysses.UUCP> amw@ulysses.UUCP (Andrew Wild) writes: > 4. New character type: A Ghostbuster. We've recently got very tired > of meeting learner players ghosts all over levels 2-4. If you want to be a Ghostburster, find the ghosts (as any character) and do one of the following: 1. Kill them. 2. Escape. 3. Quit. 4. Die on another level. The ghost(s) you found will be gone, but of course in case 4. you may have added another ghost. Note that in some hack versions ghosts will follow you up- or down-stairs.
srt@ucla-cs.UUCP (04/05/85)
In article <10034@ulysses.UUCP> amw@ulysses.UUCP (Andrew Wild) writes: > > Anybody got any *interesting* monster ideas (like the Tax-man) ? > (1) Boring beetles. Allow beetles to walk through rock, leaving corridor/doors behind them. Easy to implement. (2) Spiders. Change 's' into spiders that leave webs behind. Anything caught in a web is slowed (80%) or entangled (20%) for 1-3 turns. After that the web is destroyed. Somewhat :-) harder to implement. -- Scott