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<H1>Re: [MUD-Dev] defeating twinking through game mechanics</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>: Re: [MUD-Dev] defeating twinking through game mechanics</LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></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>
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<PRE>
On Wed, 19 Apr 2000, S. Patrick Gallaty wrote:
> 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.
> 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!
>
> 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.
>
> 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.
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 <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'_)
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<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" <choke#sirius,com></LI></UL></LI>
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<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>
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</ul>
</ul>
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<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>
<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>
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