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Re: [MUD-Dev] The Best Guy on the Mud Thing
>From- Dundee <SkeptAck#antisocial,com>
>Anyway, we're looking at maintaining a mud-wide ratio for each skill:
>number of times this skill is used to the number of times all skills are
>used. Then each player will also have a ratio: number of times the player
>has used this skill to the number of times he's used any skill.
>So a player that uses a skill more often than the mud-average will be
>better at it. Players that use skills less often than average would be
>worse at it. And since it's a ratio and not a skill level then it won't
>matter whether you play a lot or a little. You'll just be better at the
>skills you use more often, and worse at the ones you don't.
Some good ideas. Could there be problems with players using mule
characters to bring the average skill down? Or how about players who
log on once, create a character to check it out and don't play again?
Would there be large changes in skill just after you run utilities to
clean up dead player files? Would older players skills go up every
time there is an artificial influx of newbies, such as after an advert?
--
J. Lambert
characters
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- Thread context:
- Re: [MUD-Dev] The Best Guy on the Mud Thing, (continued)
- Re: [MUD-Dev] The Best Guy on the Mud Thing,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 16 Sep 1999, 03:14 GMT
- RE: [MUD-Dev] The Best Guy on the Mud Thing,
Koster, Raph rkoster#origin,ea.com, Thu 16 Sep 1999, 14:44 GMT
- RE: [MUD-Dev] The Best Guy on the Mud Thing,
Koster, Raph rkoster#origin,ea.com, Thu 16 Sep 1999, 23:22 GMT
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