> Well the real root of the problem is that stock circlemud is totally > unbalanced. I totally agree on this. > When I think about it, if a npc and a pc at the same level and > armor class fight, then it should be give or take. Fight could go either > way, namely comming down to say under 15% of hp. Of course, this means > calculating how much damage a pc of a particular level/class can do on > average and making many assumptions as to how long a battle will take, etc. > > If it's done right, then it's simple to build according to your > new guidelines. If you want your area to be for pc's of levels 7-10, just > populate it with npc's from 7-10. Since this fuction would for the most > part be linear (except for a few spikes at levels when chars gain abilities > like fireball/3rd attack) you might be able to assume that if you put in a > level 15 npc, it would take two level 7-8 chars to defeat them in tandem. The above 2 paragraphs is EXACTLY how we handled it in my MUD. First, we balanced the 4 classes, so that a 30th level cleric, mage or thief would usually be able to hold there own against a 30th level fighter. Once that was done (actually, its never done if you keep implementing new skills/spells, but its the best way to start), we made a level 1 mob and adjusted its stats against a level 1 char, so that a majority of the time, the char would just BARELY win. We did this for all our 50 levels, taking into account what spells/skills were given when, and the average EQ that someone of said level would have (this is tough, but just have to take a rough average). It i harder to account for groups (ie, a MOB level 40 being attacked by 2 level 20 chars, will usually win because that MOB is geared for a char with higher skills/spells which level 20 would not have access to). But its not totally unbalanced. All in all this works very well. > I'd love not to see level 34 npc's with 30,000+ hp, when pc's gain > a 5-10 a clip usually ;) Yep, When a MUD has that, something has fallen a little out of whack. > All in all, the solution isn't to beef up the npc's or penalise the > pc's. It's really to come up with a sensible scheme in the first place and > then stick to it. > > -jac Well said. #include <Ryan.G> +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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