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	<title>Comments on: Anatomy of a Design Failure: Threshold players able to attack and kill themselves.</title>
	<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/</link>
	<description></description>
	<pubDate>Sun, 08 Nov 2009 07:36:54 +0000</pubDate>
	<generator>http://www.today.com/version-2.3.1</generator>
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		<title>By: Talsek</title>
		<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-821</link>
		<dc:creator>Talsek</dc:creator>
		<pubDate>Tue, 13 Jan 2009 20:08:05 +0000</pubDate>
		<guid>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-821</guid>
		<description>I do remember getting myself in trouble by attacking myself as a newbie. I seem to remember unwielding my weapons and begging frantically for help on the heritage channel. Ah, good times. Luckily I found more creative methods of suicide later :).

Oh, and the blue is better ;).</description>
		<content:encoded><![CDATA[<p>I do remember getting myself in trouble by attacking myself as a newbie. I seem to remember unwielding my weapons and begging frantically for help on the heritage channel. Ah, good times. Luckily I found more creative methods of suicide later :).</p>
<p>Oh, and the blue is better ;).</p>
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		<title>By: Peter</title>
		<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-818</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 13 Jan 2009 18:21:38 +0000</pubDate>
		<guid>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-818</guid>
		<description>Was trying to write   "attack myRace" in the above.</description>
		<content:encoded><![CDATA[<p>Was trying to write   &#8220;attack myRace&#8221; in the above.</p>
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		<title>By: Peter</title>
		<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-817</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 13 Jan 2009 18:14:32 +0000</pubDate>
		<guid>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-817</guid>
		<description>Has haunted me as well ;) 
Died to it once and have seen a few others fall to their own hand as well. I honestly can't just write "attack " or something like that... it's too build into me that its a NoGo.</description>
		<content:encoded><![CDATA[<p>Has haunted me as well <img src='http://muckbeast.today.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
Died to it once and have seen a few others fall to their own hand as well. I honestly can&#8217;t just write &#8220;attack &#8221; or something like that&#8230; it&#8217;s too build into me that its a NoGo.</p>
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		<title>By: Peter</title>
		<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-813</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 13 Jan 2009 05:02:31 +0000</pubDate>
		<guid>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-813</guid>
		<description>I loved this post, and it surely bring back memories. When that is said I must admit that I really can't understand why this ended up being your first article on Threshold.

I read an article you wrote several years ago about some of your early thoughts when you designed Threshold. I know the decisions were made a long time ago but I would still love to read some more about the thoughts you had when designing the religions to have ever lasting conflicts, the player run Law System or other systems that has ended up playing a major role in the way your game has turned out.
If the decisions from the start are too distant then you might write about the thoughts and the process leading up to the "Golden Age" changes from a few years back which I am sure must have taken a huge design effort.</description>
		<content:encoded><![CDATA[<p>I loved this post, and it surely bring back memories. When that is said I must admit that I really can&#8217;t understand why this ended up being your first article on Threshold.</p>
<p>I read an article you wrote several years ago about some of your early thoughts when you designed Threshold. I know the decisions were made a long time ago but I would still love to read some more about the thoughts you had when designing the religions to have ever lasting conflicts, the player run Law System or other systems that has ended up playing a major role in the way your game has turned out.<br />
If the decisions from the start are too distant then you might write about the thoughts and the process leading up to the &#8220;Golden Age&#8221; changes from a few years back which I am sure must have taken a huge design effort.</p>
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		<title>By: WitchKiller</title>
		<link>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-774</link>
		<dc:creator>WitchKiller</dc:creator>
		<pubDate>Sun, 04 Jan 2009 09:07:29 +0000</pubDate>
		<guid>http://muckbeast.today.com/2009/01/03/a-personal-design-failure-players-attacking-themselves/#comment-774</guid>
		<description>Hey Cambios, from a programmer's perspective, how feasible are context sensitive abilities in a persistent online world?

I was speaking with a friend recently about how much I would love to see classes that played* uniquely in a modern MMO.  Instead of Mages and Fighters playing* alike IE: click on icon -&#62;wait for cool-down -&#62;click on icon.  A mage that could conjure fire, wouldn't use the spell the same way a fighter would use some class exclusive strike, but would instead conjure fire to block exits, smoke out areas etc..

This may have been a silly question, like asking if it's possible to turn your washer and dryer into go-carts, but I'm curious.  Forgive the ignorance.

*I mean 'play' as in how the &lt;i&gt;player&lt;i&gt; is able to use the &lt;i&gt;character&lt;i&gt; to accomplish in game goals.</description>
		<content:encoded><![CDATA[<p>Hey Cambios, from a programmer&#8217;s perspective, how feasible are context sensitive abilities in a persistent online world?</p>
<p>I was speaking with a friend recently about how much I would love to see classes that played* uniquely in a modern MMO.  Instead of Mages and Fighters playing* alike IE: click on icon -&gt;wait for cool-down -&gt;click on icon.  A mage that could conjure fire, wouldn&#8217;t use the spell the same way a fighter would use some class exclusive strike, but would instead conjure fire to block exits, smoke out areas etc..</p>
<p>This may have been a silly question, like asking if it&#8217;s possible to turn your washer and dryer into go-carts, but I&#8217;m curious.  Forgive the ignorance.</p>
<p>*I mean &#8216;play&#8217; as in how the <i>player</i><i> is able to use the </i><i>character</i><i> to accomplish in game goals.</i></p>
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