+// thus on Mon, 25 Aug 1997 14:52:54 -0500, RHS virtually wrote: RHS> Maybe it's just me, but this coding approach just seems like a kluge RHS> to fix poor area balancing. If you dont want chars to kill the same RHS> mobs all the time make them harder to kill or make better areas. It works great to prevent power mudders, also it stands to reason the more often you kill something the less likely you are to gain experience from it. If it's a kludge, it's a decent one, cause it penalizes those who just wish to camp out in the same areas day in/day out. Don't knock a system until you're seen it work (pretty effectively) for the last 5 years. I plan to tak this system and add another twist, it improves the consider command, much the same way that the Blizzard game Diablo does. The more you've killed the fresher it is in your memory the more likely you are to know exact details of the creature. Area balancing is such a time-consuming micro-management task for any implementor, that the more 'bells and whistles' that can be placed within the server, the easier it is overall. RHS> Of course I could be wrong... This RHS guy is pretty popular, I see him everywhere. =) d. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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