2000Q2/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;Dev] defeating twinking through game mechanics -->
<!--X-From-R13: "Fenivf E. Qnfrl" <rsvaqryNvb.pbz> -->
<!--X-Date: Thu, 20 Apr 2000 15:08:02 &#45;0700 -->
<!--X-Message-Id: Pine.LNX.4.10.10004201341460.30799&#45;100000#fnord,io.com -->
<!--X-Content-Type: text/plain -->
<!--X-Reference: 012301bfaa19$6614b280$da40c53f#nox,vomitous.com -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re: [MUD-Dev] defeating twinking through game mechanics</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:efindel#io,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>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg00492.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00486.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg00468.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00480.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#00488">Author</A>
&nbsp;|&nbsp;<A HREF="#00488">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#00488">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re: [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>: Re: [MUD-Dev] defeating twinking through game mechanics</LI>
<LI><em>From</em>: "Travis S. Casey" &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 20 Apr 2000 13:50:38 -0500 (CDT)</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-->
<PRE>
On Wed, 19 Apr 2000, S. Patrick Gallaty wrote:

&gt; One of the design failures IMO in everquest is that it follows the old
&gt; 'weaponcode' model of weapon damage.  I.e. one hits for the 'max
&gt; damage' of the weapon rather than any sort of measure of player skill.  
&gt; This means the weapon is tantamount.  Nothing matters except for the
&gt; weapon stats, in the end.  With armor the same way, you have created a
&gt; game where heavy twinking is inevitable.

&gt; I'll throw out an alternative system here, and let you guys kick it
&gt; around.  We did something like this on EOTL, but I think it could have
&gt; been better.  The best system I have seen was on the shattered worlds
&gt; mudlib, all praise Dredd!
&gt; 
&gt; The basic idea is to have weapon archetypes, and then bonuses.  The
&gt; bonuses reflect magical power, fine weapons, artifacts.  The
&gt; limitation to twinking here is that a poor player won't be able to
&gt; exploit the benefits of more powerful weapons such that each weapon
&gt; would have several factors (speed, damage, weight, accuracy) and
&gt; modifiers.
&gt; 
&gt; Your basic rusty newbie weapon might be (-speed,--damage,-accuracy),
&gt; and that newbie would benefit from a weapon with no minuses.  however
&gt; a (+speed, +damage) weapon would not benefit them since at their
&gt; _skill_ level they cannot exploit the bonuses.

I'm not sure how this is meant to be implemented -- do you mean that skill
level should act as a limit on how good a weapon's ratings can effectively
be?  Or that skill level should act as a limit on how much better than a
normal weapon of its type a weapon can be?  Or something else?

On SWmud, we did something similar to this -- melee weapons and
lightsabers had damage values, but their effective damage values were
limited by the level of the character using them (level as a mercenary for
normal melee weapons, as a jedi for lightsabers).  Thus, while giving a
newbie a super-weapon would help him/her, there was a limit to how much it
could help.
 
Several paper RPGs use a system where damage depends not just on the
weapon used, but also on the skill of the wielder -- e.g., in Torg, damage
done by a hit equals the number of points you rolled above what you needed
to hit plus the weapon's base damage.  Again, this means that while a more
powerful weapon can help, it's still less powerful in the hands of a less
skilled character.

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'_) 




_______________________________________________
MUD-Dev mailing list
MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>

</PRE>

<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<!--X-Follow-Ups-End-->
<!--X-References-->
<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00468" HREF="msg00468.html">[MUD-Dev] defeating twinking through game mechanics</A></STRONG>
<UL><LI><EM>From:</EM> "S. Patrick Gallaty" &lt;choke#sirius,com&gt;</LI></UL></LI>
</UL></LI></UL>
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg00492.html">Re: [MUD-Dev] Alignment (very long)</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg00486.html">[MUD-Dev] [Mud-Dev]: Sushi Mud</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg00468.html">[MUD-Dev] defeating twinking through game mechanics</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg00480.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#00488"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#00488"><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>
<ul compact>
<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>
</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>&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>
<LI><strong><A NAME="00470" HREF="msg00470.html">[MUD-Dev] Fun and Learning in games</A></strong>, 
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Wed 19 Apr 2000, 18:55 GMT
</LI>
</UL></BLOCKQUOTE>

</ul>
<hr>
<center>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>