MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
[MUD-Dev] Re: Levels versus Skills
>>>>> "Caliban" == Caliban Tiresias Darklock <caliban#darklock,com> writes:
Caliban> But... now there's virgin territory. Zones can get "played
Caliban> out" over time, if players spend a lot of time there; enemy
Caliban> regeneration is limited by existing power level, so if the
Caliban> enemy is sent packing often enough he will eventually dwindle
Caliban> into obscurity. Likewise, if players *ignore* the enemy, he
Caliban> will eventually snowball into an unstoppable force that will
Caliban> steamroll through the universe like a vast engine of doom,
Caliban> leaving nothing survive in his wake. Both situations are Bad
In BatMUD we used to have a problem with players who kill only
few monster (those considered to give big experience). We did
the opposite you are doing: if a monster is killed too often
it will give less and less exp and is also tougher. Our system
(with explore points) was supposed to encourage exploring.
Don't your system have similar problems? Don't your system
require that players must visit an area regurarily?
Petri
- Thread context:
- [MUD-Dev] Matrix Game,
Ling K.L.Lo-94#student,lboro.ac.uk, Mon 18 Jan 1999, 11:59 GMT
- [MUD-Dev] Re: Reputations, More Mazes,
Eli Stevens (KiZurich) c718157#showme,missouri.edu, Sun 17 Jan 1999, 09:26 GMT
- [MUD-Dev] From Devmud: Database module, draft 3,
Greg Connor gconnor#nekodojo,org, Sun 17 Jan 1999, 02:35 GMT
- [MUD-Dev] Re: Levels versus Skills,
Caliban Tiresias Darklock caliban#darklock,com, Sat 16 Jan 1999, 00:19 GMT
[ Other Periods
| Other mailing lists
| Search
]