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Re: [MUD-Dev] The Best Guy on the Mud Thing
Caliban Tiresias Darklock <caliban#darklock,com> wrote:
> Take some other value from each character -- something which will not
> change over time, such as an ordinal player number, which the player has no
> control over and CANNOT SEE.
Last I heard, Asheron's Call was going to implement this: using the
account number of the player.
> This has the additional benefit that it does not impact teaching; your
> in-game "mentor" NPCs can teach the spell based on the individual caster by
> referring to the appropriate value.
Actually so could the in-game PC mentors, as long as there was a
Teach-Spell function in-game. That would allow characters to share and
trade spells (in-game, which I think is appropriate) while still preventing
web-sites from doing it.
Still, though... I think the mana pool idea is essentially a bad one. Over
time characters are going to, on average, get richer, higher level, etc.
So also, over time, more and more characters are are going to know more and
more spells. Which, with a mana pool, means that over time, all spells are
going to get weaker.
Is the design goal "I want magic to be powerful when the mud first opens,
and then get slowly weaker over time..."?
--
http://dundee.uong.com/
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- RE: [MUD-Dev] The Best Guy on the Mud Thing, (continued)
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