pstolarc at theperlguru.com wrote: > On Tue, 17 Sep 2002 21:15:40 -0700, Mark Wedel wrote: > On a slightly related note, this idea cropped up in conversation. It's not > my idea, but here it is anyway. > > A unique keyed exit. Similar to the per-player unique maps, but instead, > per keyed object unique maps. > > In practice, this would work by: > If the player has no key, the go to the "guild store" map. In the guild > store map, they buy a key. Then they leave the guild store, and re-enter > the same exit. This takes them to their new guild. In the guild, they can > buy extra keys to this map, and if they give one of these keys to someone > else, they can enter the same map. > > It may be too complex. But it would resolve the running out of real-estate > issue which currently afflicts the guilds, and which would affect any other > player castle idea. I'm taking it that this means there could be many 'different' guilds linked off the same exit. Eg, a player does that above, but a new player decides he doesn't like the people in that guild, so goes to the shop and buys the guild key, and now a second guild is at the same location. One obvious question is - what do you do if a player has multiple keys that apply for that exit? On a more basic principle, the idea of per player unique maps is a bit odd - its necessary for convenience sake, but doesn't make a lot of realistic sense. Its unclear how many guilds/buildings there really should be. If you look at the maps-bigworld, running out of real estate should presumably not be much an issue - that world is a lot bigger - while I suppose it could become congested, I think the main cause of that would be the same player buying up all sorts of buildings - something to prevent that from happening might be more in order.