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<H1>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Levels versus Skills, who uses them and when.</LI>
<LI><em>From</em>: "Till Eulenspiegel" &lt;<A HREF="mailto:choke#sirius,com">choke#sirius,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 6 Jan 1999 10:24:54 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

----- Original Message ----- 
From: Ling &lt;K.L.Lo-94#student,lboro.ac.uk&gt;
To: &lt;mud-dev#kanga,nu&gt;
Sent: Tuesday, January 05, 1999 15:53
Subject: [MUD-Dev] Re: Levels versus Skills, who uses them and when.


&gt;On Tue, 5 Jan 1999, Andy Cink wrote:
&gt;&gt; 
&gt;&gt; I've been giving this a lot of thought lately, because my mud
&gt;&gt; is going to use a levelless system. The problem now becomes,
&gt;&gt; A) How do we show a clear path of advancement? and B) How can
&gt;&gt; players keep track of "where they stand" compared to the other
&gt;&gt; players. I was presently thinking on borrowing a system used by
&gt;&gt; a LP mud I used to play. They call it an "eval" system (maybe
&gt;&gt; they all do, I only found one LP mud I really got addicted to)
&gt;&gt; but the eval system works by making a composite number score
&gt;&gt; based on the stats and skills a person has over what they started
&gt;&gt; at.
&gt;


Heh
That was EOTL.  

Did you by chance play an android?  That race was one of my mad 
hacks. :)  I woke up one morning hung over and decided to create
an inorganic race, and then put in the mudlib support to make that 
work. 


&gt;[eval details snipped]
&gt;
&gt;&gt; The problems are numerous, however. Some players will have a lot
&gt;&gt; of points in less useful skills, and still be granted eval for
&gt;&gt; it. (Or some classes simply have more skills or less powerful
&gt;&gt; skills than others) This leads to a lot of doctor-type class
&gt;&gt; people complaining that a fighter-type of half their eval just
&gt;&gt; kicked their ass in the arena. But a fighter type's eval skill
&gt;&gt; may come from headbutt, and a medic's may come from surgery.
&gt;&gt; This creates a fundamental power imbalance, since eval is really
&gt;&gt; pretty arbitrary, and even fairly easy to manipulate by picking
&gt;&gt; up skill levels in select areas.
&gt;
&gt;How about multiple 'evals'.  To take a random pen and paper game off the
&gt;top of my head.  FASA's version of Star Trek had three eval numbers for
&gt;each ship, one for defensive, one for offensive and a final combination of
&gt;the two.  You could easily extend this for combat, random things and more
&gt;random things (sorry for not being helpful there but I can't think of
&gt;anything).  Anyway, I like this system coz I don't think it's fair to
&gt;judge people with one unified scale.  It's as Victorian as having an IQ
&gt;rating.
&gt;
&gt;An rpg called Heavy Gear uses four numbers to rate its Gears (mechs).
&gt;Offensive, Defensive, Miscellanous plus Threat Value (which was some weird
&gt;figure involving a cube root I think).  I realise both the above examples
&gt;are a bit poo coz they're wargame orientated but you get my drift. :)
&gt;
&gt;  |    Ling Lo (aka Lethargic Lad)
&gt;_O_O_  kllo#iee,org
&gt;
&gt;
&gt;-- 
&gt;MUD-Dev: Advancing an unrealised future.
&gt;
&gt;



</PRE>

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<li><strong><A NAME="00070" HREF="msg00070.html">[MUD-Dev] Levels versus Skills, who uses them and when.</A></strong>
<ul compact><li><em>From:</em> Andy Cink &lt;ranthor#earthlink,net&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00093" HREF="msg00093.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:17 GMT
<UL>
<LI><strong><A NAME="00127" HREF="msg00127.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 13 Jan 1999, 03:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00108" HREF="msg00108.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 12 Jan 1999, 06:49 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00061" HREF="msg00061.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 06 Jan 1999, 18:05 GMT
</LI>
<LI><strong><A NAME="00062" HREF="msg00062.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Till Eulenspiegel <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Wed 06 Jan 1999, 18:25 GMT
<UL>
<LI><strong><A NAME="00070" HREF="msg00070.html">[MUD-Dev] Levels versus Skills, who uses them and when.</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Wed 06 Jan 1999, 23:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00085" HREF="msg00085.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Justin Robinson <a href="mailto:v2justin#btv,ibm.com">v2justin#btv,ibm.com</a>, Fri 08 Jan 1999, 13:08 GMT
<UL>
<LI><strong><A NAME="00086" HREF="msg00086.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Fri 08 Jan 1999, 19:26 GMT
<UL>
<LI><strong><A NAME="00087" HREF="msg00087.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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