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<H1>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</H1>
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<LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Levels versus Skills, who uses them and when.</LI>
<LI><em>From</em>: "Till Eulenspiegel" <<A HREF="mailto:choke#sirius,com">choke#sirius,com</A>></LI>
<LI><em>Date</em>: Wed, 6 Jan 1999 10:24:54 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
----- Original Message -----
From: Ling <K.L.Lo-94#student,lboro.ac.uk>
To: <mud-dev#kanga,nu>
Sent: Tuesday, January 05, 1999 15:53
Subject: [MUD-Dev] Re: Levels versus Skills, who uses them and when.
>On Tue, 5 Jan 1999, Andy Cink wrote:
>>
>> I've been giving this a lot of thought lately, because my mud
>> is going to use a levelless system. The problem now becomes,
>> A) How do we show a clear path of advancement? and B) How can
>> players keep track of "where they stand" compared to the other
>> players. I was presently thinking on borrowing a system used by
>> a LP mud I used to play. They call it an "eval" system (maybe
>> they all do, I only found one LP mud I really got addicted to)
>> but the eval system works by making a composite number score
>> based on the stats and skills a person has over what they started
>> at.
>
Heh
That was EOTL.
Did you by chance play an android? That race was one of my mad
hacks. :) I woke up one morning hung over and decided to create
an inorganic race, and then put in the mudlib support to make that
work.
>[eval details snipped]
>
>> The problems are numerous, however. Some players will have a lot
>> of points in less useful skills, and still be granted eval for
>> it. (Or some classes simply have more skills or less powerful
>> skills than others) This leads to a lot of doctor-type class
>> people complaining that a fighter-type of half their eval just
>> kicked their ass in the arena. But a fighter type's eval skill
>> may come from headbutt, and a medic's may come from surgery.
>> This creates a fundamental power imbalance, since eval is really
>> pretty arbitrary, and even fairly easy to manipulate by picking
>> up skill levels in select areas.
>
>How about multiple 'evals'. To take a random pen and paper game off the
>top of my head. FASA's version of Star Trek had three eval numbers for
>each ship, one for defensive, one for offensive and a final combination of
>the two. You could easily extend this for combat, random things and more
>random things (sorry for not being helpful there but I can't think of
>anything). Anyway, I like this system coz I don't think it's fair to
>judge people with one unified scale. It's as Victorian as having an IQ
>rating.
>
>An rpg called Heavy Gear uses four numbers to rate its Gears (mechs).
>Offensive, Defensive, Miscellanous plus Threat Value (which was some weird
>figure involving a cube root I think). I realise both the above examples
>are a bit poo coz they're wargame orientated but you get my drift. :)
>
> | Ling Lo (aka Lethargic Lad)
>_O_O_ kllo#iee,org
>
>
>--
>MUD-Dev: Advancing an unrealised future.
>
>
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<li><strong><A NAME="00070" HREF="msg00070.html">[MUD-Dev] Levels versus Skills, who uses them and when.</A></strong>
<ul compact><li><em>From:</em> Andy Cink <ranthor#earthlink,net></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00093" HREF="msg00093.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:17 GMT
<UL>
<LI><strong><A NAME="00127" HREF="msg00127.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 13 Jan 1999, 03:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00108" HREF="msg00108.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 12 Jan 1999, 06:49 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00061" HREF="msg00061.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 06 Jan 1999, 18:05 GMT
</LI>
<LI><strong><A NAME="00062" HREF="msg00062.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Till Eulenspiegel <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Wed 06 Jan 1999, 18:25 GMT
<UL>
<LI><strong><A NAME="00070" HREF="msg00070.html">[MUD-Dev] Levels versus Skills, who uses them and when.</A></strong>,
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Wed 06 Jan 1999, 23:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00085" HREF="msg00085.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Justin Robinson <a href="mailto:v2justin#btv,ibm.com">v2justin#btv,ibm.com</a>, Fri 08 Jan 1999, 13:08 GMT
<UL>
<LI><strong><A NAME="00086" HREF="msg00086.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Fri 08 Jan 1999, 19:26 GMT
<UL>
<LI><strong><A NAME="00087" HREF="msg00087.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>,
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
</UL>
</LI>
</UL>
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