Stock:
kill mob -> XP -> level -> EQ + skills -> kill bigger mob
DeepMUD:
-> level -> EQ -> kill bigger mob
kill mob -> XP -|
-> bonus -> skills -> kill bigger mob
Proposed:
-> level -> . . . win game
-> XP -|
| -> bonus -> skills -> kill bigger mob
kill mob ->
| -> wear for AC -> kill bigger mob
-> EQ -|
-> sell for gold -> have too much gold (this needs work!)
Stock:
kill mob -> XP -> level -> EQ + skills -> kill bigger mob
DeepMUD:
-> level -> EQ -> kill bigger mob
kill mob -> XP -|
-> bonus -> skills -> kill bigger mob
Proposed:
-> level -> . . . win game
-> XP -|
| -> bonus -> skills -> kill bigger mob
kill mob ->
| -> wear for AC -> kill bigger mob
-> EQ -|
-> sell for gold -> have too much gold (this needs work!)
Imagined:
+– drive mobs to local extinction, force them to relocate
| allowing others to take their place in the local ecology
|
+– RESULTS –+– improvements (or penalties) to faction standings
| based on what you killed
|
| +– skill improvements or "levels", you choose how to spend it
| |
military –+– XP –+– access to quests or special loot by spending XP as "fame"
| | chaper repairs/hirelings
| |
| +– access to in-game guilds/societies to learn specialized skills
|
| +– sell for gold
| |
+– LOOT –+– better gear, easier killing
|
+– break down into componants, for crafting
+– better merchant prices, cheaper training
|
dipolomacy –+– WIN –+– improvements to standings with target faction
social | | possibly resulting in loss of agression
| |
| +– access to quests/items otherwise unavailable, diplomatic
| fame is seperate from military fame
|
+– LOSE –+– penalties to standtings with target faction
| possibly resulting in war
|
+– XP –+– win or lose, you gain XP, giving you better diplomacy skills
crafting –+– XP –+– allows access to new recipies, higher tiered harvestables
harvesting |
+– PRODUCTS –+– useful or sellable goods
| |
| +– fame, granting access to crafting societies, special recipies
| |
| +– improved faction with customers if commissioned crafting
|
+– FAILURES –+– components broken down further, or lost
research –+– XP –+– improved skills, speeding research, improving accuracy
|
+– LOOT –+– rare items discovered (from seeminly mundane "vendor trash")
| |
| +– hints towards ancient treasures/kingdoms (locations of places)
|
+– RESULTS –+– improved spells/abilities, access to variations
|
+– reduced cost (material/mana/etc) to use particular spells/abilities
|
+– yes, fame… as above, but seperate.
Imagined:
+– drive mobs to local extinction, force them to relocate
| allowing others to take their place in the local ecology
|
+– RESULTS –+– improvements (or penalties) to faction standings
| based on what you killed
|
| +– skill improvements or "levels", you choose how to spend it
| |
military –+– XP –+– access to quests or special loot by spending XP as "fame"
| | chaper repairs/hirelings
| |
| +– access to in-game guilds/societies to learn specialized skills
|
| +– sell for gold
| |
+– LOOT –+– better gear, easier killing
|
+– break down into componants, for crafting
+– better merchant prices, cheaper training
|
dipolomacy –+– WIN –+– improvements to standings with target faction
social | | possibly resulting in loss of agression
| |
| +– access to quests/items otherwise unavailable, diplomatic
| fame is seperate from military fame
|
+– LOSE –+– penalties to standtings with target faction
| possibly resulting in war
|
+– XP –+– win or lose, you gain XP, giving you better diplomacy skills
crafting –+– XP –+– allows access to new recipies, higher tiered harvestables
harvesting |
+– PRODUCTS –+– useful or sellable goods
| |
| +– fame, granting access to crafting societies, special recipies
| |
| +– improved faction with customers if commissioned crafting
|
+– FAILURES –+– components broken down further, or lost
research –+– XP –+– improved skills, speeding research, improving accuracy
|
+– LOOT –+– rare items discovered (from seeminly mundane "vendor trash")
| |
| +– hints towards ancient treasures/kingdoms (locations of places)
|
+– RESULTS –+– improved spells/abilities, access to variations
|
+– reduced cost (material/mana/etc) to use particular spells/abilities
|
+– yes, fame… as above, but seperate.
Like HK, I'll know in a matter of minutes, or sometimes seconds, if I want to stick with a given MUD. Color, for example, has driven me from countless games in a matter of 30 seconds. Rainbows? I'm gone.
I'm probably being too picky, but it's just me being me and I can't help it, and I'm sure there are other players out there who will simply love or hate a MUD based on the way it handles on single aspect of the game, even a trivial one.
That's why I think MUDs are such a niche. For a few of them as there is to begin with, finding even 3-4 that one likes can be extremely difficult. As we play MUDs, we develop preferences that we look for in future games.
Honestly, I kind of like it this way.