On Fri, 1 May 1998, peter hartman wrote: -> I can think of a couple of cases where builders have wanted max levels. ->Mainly, certain equipment can be created to help newbies only. These ->equipment do cheap things for you, like heal movement, save you from ->death, etc. The damage should be sufficiently low and the benefits small (after all, newbies don't move around all that much and have less movements. Thus, small benefits are terribly useful to the newbie, but worth next-to-nothing to higher-levels). ->As you experience farther, you should no longer need this equipment. EXACTLY! As you go further into the game, you shouldn't need nor want this equipment any more. It shouldn't be doing that much damage, because newbies are only going to be fighting the equivalent of beastly fidos (or a dreaded "odif"). And because newbies don't have that much hitpoints or movepoints, the weaponary should do very little good to higher-levels. OTOH, they might gain something from holding it while resting to speed-up regeneration. But I think the instance of people doing that would be fairly low. ->The only solution is to crack down on high level mortals giving ->newbies great stuff for free and lazy gods and builders. A better solution is to make there be more to using a weapon than just having it. Add weapon proficiencies and other such things that make the weapon less effective when used on an un-skilled player. This should make powerful weapons sufficiently useless to newbies. -dak +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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