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<H1>Re: [MUD-Dev] Justifying twinking</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Justifying twinking</LI>
<LI><em>From</em>: "Hess, Ian W (Ian)" &lt;<A HREF="mailto:ihess#lucent,com">ihess#lucent,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 21 Apr 2000 10:01:45 -0700</LI>
<LI><em>Original-From</em>: "Hess, Ian W (Ian)" &lt;ihess#exchange,sv.lucent.com&gt;</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Todd McKimmey wrote:
&lt;snip&gt;
&gt;"That's onegoal that we're attempting to achieve with SushiMud --
characters will start
&gt; at a power level somewhere equal to about level 5 or so on most stock
dikumuds. In
&gt; the end, however, a newbie played by an experienced character is always
going to feel
&gt; like a newbie and relatively powerless given their experience."
&lt;snip&gt;
Unless you have a method for the "level one Diku character" powerlevel to be
apparent to
the players, I think you run the risk of merely have a short period of happy
players before
 their expectations adjust, and a beginner character is becomes
uninteresting again.  I'm
wondering if this happens because players will only kill so many rats before
it becomes old
hat, and would rather experience a richer "mid-game" scenario that is more
attractive by
virtue of a greater variety of things to do, more interesting combinations
of abilities, or simple
character uniqueness. 

Instead of moving the starting point up, how about offering a different
approach to beginning
a character, perhaps quests, training scenarios or somesuch that are only
available to 
return players or new players who can figure out a difficult puzzle?


Ian Hess





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Justifying twinking</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00461" HREF="msg00461.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Justin Lockshaw <a href="mailto:jlockshaw#signio,com">jlockshaw#signio,com</a>, Wed 19 Apr 2000, 18:55 GMT
<UL>
<LI><strong><A NAME="00511" HREF="msg00511.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Sat 22 Apr 2000, 04:13 GMT
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</UL>
</LI>
<LI><strong><A NAME="00464" HREF="msg00464.html">Re: [MUD-Dev] Justifying twinking</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Wed 19 Apr 2000, 18:55 GMT
</LI>
<LI><strong><A NAME="00476" HREF="msg00476.html">Re: RE: [MUD-Dev] Justifying twinking</A></strong>, 
jolson <a href="mailto:jolson#micron,net">jolson#micron,net</a>, Wed 19 Apr 2000, 22:53 GMT
</LI>
<LI><strong><A NAME="00501" HREF="msg00501.html">Re: [MUD-Dev] Justifying twinking</A></strong>, 
Hess, Ian W (Ian) <a href="mailto:ihess#lucent,com">ihess#lucent,com</a>, Sat 22 Apr 2000, 04:13 GMT
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</ul>
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<LI><strong><A NAME="00414" HREF="msg00414.html">[MUD-Dev] Skotos Proximity System - a Technical Summary (LONG)</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#Skotos,net">ChristopherA#Skotos,net</a>, Tue 18 Apr 2000, 19:49 GMT
<LI><strong><A NAME="00411" HREF="msg00411.html">[MUD-Dev] incremental revenue discussion</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 18 Apr 2000, 19:49 GMT
<LI><strong><A NAME="00405" HREF="msg00405.html">[MUD-Dev] new list</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Tue 18 Apr 2000, 00:12 GMT
<LI><strong><A NAME="00403" HREF="msg00403.html">[MUD-Dev] RE: MUD-Dev request rejected</A></strong>, 
Schubert, Damion <a href="mailto:dschubert#origin,ea.com">dschubert#origin,ea.com</a>, Tue 18 Apr 2000, 00:06 GMT
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</UL></BLOCKQUOTE>

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