I agree with you on the death occurance thing, but maybe not to the same degree. I don't like the stunsettings and such stock ROM comes with. It bothers me. But, as far as instant kills, if one player is faster than the other, and the other has no time to retort his attacks, death should come swiftly to him/her.
Chris Wrote: I like a round robin scheme.. and disagree with your event driven idea. If you are to understand that everything takes X amount of time and then the entire game is sliced into time then events happen in order as well. The laggier systems, means the base timeslice is slower. ------------------------------------------------------------------------- I don't get what you mean by round robin scheme. Why would you disagree with it? That would also asume that the tick based system of ROM is also flaud, in the fact that the game is segmented into 90 second time slots. The point of the event que is to stop the polling which ROM does. It tends to waist CPU. First off, you should have an aggro list for all your aggressive mobs, this can be solved by giving all aggro mobs an 'aggressive event' to attack PC's in the room. Make combat based on events. Etc. With an event style-mud, there's no need for WAIT_STATE, or atleast, I haven't found one yet. It just got in my way. But basicly, ROM cycles through the char list, and object list way too often in the update cycles, this should be changed so it isn't going through hundreds upon hundreds of nodes each tick. Davion

