<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] defeating twinking through game mechanics --> <!--X-From-R13: "E. Bngevpx Unyyngl" <pubxrNfvevhf.pbz> --> <!--X-Date: Wed, 19 Apr 2000 11:55:34 -0700 --> <!--X-Message-Id: 012301bfaa19$6614b280$da40c53f@nox.vomitous.com --> <!--X-Content-Type: multipart/alternative --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] defeating twinking through game mechanics</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:choke@sirius.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00461.html">Previous</a> | <a href="msg00460.html">Next</a> ] Thread: [ <a href="msg00478.html">Previous</a> | <a href="msg00488.html">Next</a> ] Index: [ <A HREF="author.html#00468">Author</A> | <A HREF="#00468">Date</A> | <A HREF="thread.html#00468">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] defeating twinking through game mechanics</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] defeating twinking through game mechanics</LI> <LI><em>From</em>: "S. Patrick Gallaty" <<A HREF="mailto:choke#sirius,com">choke#sirius,com</A>></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> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <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> </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. I.e. one hits for the 'max damage' of the weapon rather than any sort of measure of player skill. This means the weapon is tantamount. Nothing matters except for the weapon stats, in the end. With armor the same way, you have created a game where heavy twinking is inevitable. </FONT></DIV> <DIV><FONT color=#000000 size=2></FONT> </DIV> <DIV><FONT color=#000000 size=2>I'll throw out an alternative system here, and let you guys kick it around. We did something like this on EOTL, but I think it could have been better. The best system I have seen was on the shattered worlds mudlib, all praise Dredd!</FONT></DIV> <DIV><FONT color=#000000 size=2></FONT> </DIV> <DIV><FONT color=#000000 size=2>The basic idea is to have weapon archetypes, and then bonuses. The bonuses reflect magical power, fine weapons, artifacts. 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. </FONT></DIV> <DIV><FONT color=#000000 size=2></FONT> </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. 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> </DIV> <DIV><FONT color=#000000 size=2>The other bonus of such a system is you have a single clear metric for balancing reward. The total bonus of a weapon should be exponentially linked to the rarity. 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> </DIV> <DIV><FONT color=#000000 size=2>Likewise armor needs to be balanced vs. player skills. 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. </FONT></DIV> <DIV><FONT color=#000000 size=2></FONT> </DIV> <DIV><FONT color=#000000 size=2>So, in sum, I see this issue as one of affordances. We create the system that enables twinking. It wouldn't be an issue if the game didn't reward it.</FONT></DIV> <DIV><FONT color=#000000 size=2></FONT> </DIV> </TD></TR></TABLE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <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" <efindel@io.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00461.html">RE: [MUD-Dev] Justifying twinking</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00460.html">Re: [MUD-Dev] Game Law Example (fwd)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00478.html">Re: [MUD-Dev] Database back ends</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00488.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00468"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00468"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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 </LI> </UL> </LI> </UL> </LI> </ul> </ul> <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><Possible follow-up(s)><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> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>