"Mr. Wizard" <jsbarrow@fas.harvard.edu> writes: > 1. Removing the numbers side to the game. > > 21+ Godlike ... > 1- 4 Poor Unfortunately, this doesn't really remove the numbers side from the game, it just replaces the numbers with words. I don''t think PCs should ever seen their ability stats, numbers, words, colors, or whatever. > For HP, Mana and Moves you could use a table like this to describe things: > HP Mana Moves > 100% Healthy Burning Fine ... > 0% Dead Frozen Exhausted This sounds better than the stats. > 2. Take out global communication. This really depends on what kind of MUD you're interested in running. If you're going for straight realism (take out the spells! ;-) and want a less social environment, taking out global communication may be ok. But if you're interested in creating a social society, removing global communication can kill the amount of player interactions. > 4. Incorporate a trophy system into the experience system. > > Far too often people find mobs which are the easiest to kill for the most > experience and then kill them over and over and over and over and...well > you get the picture. I trophy system keeps track of the number of kills > for each mobile and reduces experience awarded after a certain number of > kills. The percentage doesn't have to fall from 100% to 0%. It can be > reduced incrementally. > > This seems realistic to me. How much experience can you gain after > killing a giant for the fiftieth time? Should it become old hat after a > while? Are you keeping track of number of kills per mobile per person? I can see this getting out of hand if you keep track on a per player basis (just the memory alone), and some mobs you want people to kill over and over... like fidos and other easy first level mobs. -Jeff
This archive was generated by hypermail 2b30 : 12/07/00 PST