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<H1>[MUD-Dev] defeating twinking through game mechanics</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] defeating twinking through game mechanics</LI>
<LI><em>From</em>: "S. Patrick Gallaty" &lt;<A HREF="mailto:choke#sirius,com">choke#sirius,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 19 Apr 2000 09:07:44 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<TABLE><TR><TD BGCOLOR="#c0c0c0" STYLE="background-color: #c0c0c0; ">



<DIV><FONT color=#000000 size=2>This is a tangent topic to a thread started by 
raph and going on with the EQ designers on mud-dev.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>One of the design failures IMO in everquest is 
that it follows the old 'weaponcode' model of weapon damage.&nbsp; I.e. one hits 
for the 'max damage' of the weapon rather than any sort of measure of player 
skill.&nbsp; This means the weapon is tantamount.&nbsp; Nothing matters except 
for the weapon stats, in the end.&nbsp; With armor the same way, you have 
created a game where heavy twinking is inevitable.&nbsp; </FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>I'll throw out an alternative system here, and 
let you guys kick it around.&nbsp; We did something like this on EOTL, but I 
think it could have been better.&nbsp; The best system I have seen was on the 
shattered worlds mudlib, all praise Dredd!</FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>The basic idea is to have weapon archetypes, and 
then bonuses.&nbsp; The bonuses reflect magical power, fine weapons, 
artifacts.&nbsp; The limitation to twinking here is that a poor player won't be 
able to exploit the benefits of more powerful weapons such that each weapon 
would have several factors (speed, damage, weight, accuracy) and 
modifiers.&nbsp; </FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>Your basic rusty newbie weapon might be 
(-speed,--damage,-accuracy), and that newbie would benefit from a weapon with no 
minuses.&nbsp; however a (+speed, +damage) weapon would not benefit them since 
at their _skill_ level they cannot exploit the bonuses.</FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>The other bonus of such a system is you have a 
single clear metric for balancing reward.&nbsp; The total bonus of a weapon 
should be exponentially linked to the rarity.&nbsp;&nbsp; With such a clear 
metric, there's no doubt in the designer's mind when they give an 'orc' a weapon 
with a total bonus of (3).</FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>Likewise armor needs to be balanced vs. player 
skills.&nbsp; If you put the finest platemail on a totally inexperienced 
fighter, giving them the same protection as a trained warrior devalues the 
effort of training that warrior.&nbsp; </FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
<DIV><FONT color=#000000 size=2>So, in sum, I see this issue as one of 
affordances.&nbsp; We create the system that enables twinking.&nbsp; It wouldn't 
be an issue if the game didn't reward it.</FONT></DIV>
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV>
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<li><strong><A NAME="00488" HREF="msg00488.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>
<ul compact><li><em>From:</em> "Travis S. Casey" &lt;efindel@io.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Massive Connections</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00483" HREF="msg00483.html">Re: [MUD-Dev] Massive Connections</A></strong>, 
Kevin Scott London <a href="mailto:london@cs.utk.edu">london@cs.utk.edu</a>, Thu 20 Apr 2000, 02:52 GMT
<UL>
<LI><strong><A NAME="00484" HREF="msg00484.html">Re: [MUD-Dev] Massive Connections</A></strong>, 
Christopher Kohnert <a href="mailto:cjkohner@mail.uccs.edu">cjkohner@mail.uccs.edu</a>, Thu 20 Apr 2000, 03:30 GMT
<UL>
<LI><strong><A NAME="00486" HREF="msg00486.html">[MUD-Dev] [Mud-Dev]: Sushi Mud</A></strong>, 
Todd McKimmey <a href="mailto:rufus@wombatgames.com">rufus@wombatgames.com</a>, Thu 20 Apr 2000, 22:08 GMT
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<LI><strong><A NAME="00478" HREF="msg00478.html">Re: [MUD-Dev] Database back ends</A></strong>, 
Kevin Littlejohn <a href="mailto:darius@connect.com.au">darius@connect.com.au</a>, Wed 19 Apr 2000, 23:15 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00468" HREF="msg00468.html">[MUD-Dev] defeating twinking through game mechanics</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke@sirius.com">choke@sirius.com</a>, Wed 19 Apr 2000, 18:55 GMT
<UL>
<LI><strong><A NAME="00488" HREF="msg00488.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Thu 20 Apr 2000, 22:08 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00480" HREF="msg00480.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
jolson <a href="mailto:jolson@micron.net">jolson@micron.net</a>, Thu 20 Apr 2000, 00:09 GMT
<UL>
<LI><strong><A NAME="00482" HREF="msg00482.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
adam <a href="mailto:adam@treyarch.com">adam@treyarch.com</a>, Thu 20 Apr 2000, 01:34 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00487" HREF="msg00487.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke@sirius.com">choke@sirius.com</a>, Thu 20 Apr 2000, 22:08 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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