> > I dont know if you all feel the same way as I do, but I got tired of > > adding to the level_exp table array after 150 or so levels........ > > So I wrote a little thing to shorten the job. > > A better solution, IMHO, is to make each level actually worth something. > That is, make getting to the next level a real achievement and reduce the > number of levels. You don't need thirty levels if it takes six months to > get to level fifteen. And you don't end up looking exactly like all the > other DIKUs around. I think a fifteen level MUD that requires both > experience and quest points to achieve each level would be much more > enjoyable than a 200 level MUD. And probably more challenging and > fulfilling. That is a VERY good point! Instead of just having the ALREADY USED way of leveling... EXP, create more factors to leveling... Maybe a certain object that needs to be brought somewhere (adding quests to level) or maybe having some additional points somewhere. In my mud, I've got 4 different sets of points that need to be achieved before a level can be gained. And it isn't gained as soon as you reach those numbers, you need to go to the Wise Man and he will raise you (there is a wise man in each of the main race cities) If you think of a good plot, and create a large world, there will be more room for expantion of the game, including the LEVELS... Instead of "Oh today I killed 500 of the same enemies, and I gained 26 levels! YAY!" go for the "I brought the silver vial to the Oracle in the mountain, and she gave me 250 tokens, so that I could use my 500000 experience to get to my next level!" Now the later I think is much more insteresting to use! =) If anyone disagrees, well... what can I say! +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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