Well, let me get right to the point. In a lot of MUDs I have seen players always running to Elriva and buying potions upon potions and drinking them down. They could play almost non-stop without taking but a minute to rest and re-position equipment. Though this is nice for the player, I feel it takes away from the game in role playing aspects. You have everyone acting as if they were a warrior. With all of the potions in the game a Cleric is rarely ever valued or asked for anything except for a summon. Being how it was at the time I had many choices I could have made, and I finally chose one due to being pressed on time. I am getting a lot of grief from players who come into the game. LEt me explain what the choices I looked at were, and then what I chose: Looking at the situation I could have made the potions price a lot higher than they were, this causing players to complain that higher levels do not need the potions as much as the lower levels. This made gold have value though, and was nice to some players. Along with this I could have made it so quaffing potions fills you up. Meaning a player could only quaff so many potions before they would become full and have to abort their direct damage quaff attacking. I could just as well change the potions, and make new potions and place them in the shops. Potions that are not sanctuary and that do not have massive healing affects. Make the potions heavier and things like that. There were a number of things that could be changed for them as items in themselves. None of the above were chosen. I might still implement the quaff to full thing, though it doesnt have to be too soon. What I did do is removed Elriva completely. I changed the room description of her shop to read it was destroyed/attacked/ransacked etc. Player are not complaining that there is no way for them to kill things. That without potions they are unable to play the game. All of this brings me to the question... Was the game based around potions?? Personally I feel that a player should learn how to use their abilities and use them the best they can. Thieves are able to backstab and flee to kill mobs, the Mage class has powerful attaack spells to help kill mobs quicker, and the warrior has attack skills and higher hip points to tank and take damage. This is all great, but what to do about healing after they have exausted themselves? The 'tick' time has been lowered to 90 seconds in order to make faster healing (I might have to make it 60). This seemed to help a little. Regeneration rooms are something I was looking into as you had probably seen my post a few days ago. These will probably be added as soon as we can, and most likely will help the players with healing at a rate they will be more happy with. I keep getting complaints that players are not healing fast enough or when they do heal it is not enough hit points. Something like an amount of 25 per tick, and for someone with 700 hitpoints it goes rather slow. I havent checked the exact number, but those are the what I have been getting from the players. Is there a way to make it so this rate might go up based on levels? meaning a level 1 will gain 10 hit points per tick, and a level 50 will gain 50 or something like that (example, not exact numbers). I have also considered the 'healer in the temple' idea, but I am a little cautious on using it. Does anyone have any suggestings, ideas, or comments they would be willing to throw out? Looking for a little bit of direction if someone is willing to point out a road sign. Lord Kyu... Sorry for the length of the post. Wanted to be detailed so as it might answer questions you might have brought to me about my changes. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | | Or send 'info circle' to majordomo@cspo.queensu.ca | +-----------------------------------------------------------+
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