> I've never seen a levelless mud, so I'm going to assume that nobody has > tried it. (I won't either, for the moment) However, in order to make a > skill-based game, skills have to be learned 'in use', so to speak. Well, there are a few out there, quite a few actually. For some reason I'm still not sure on though, many of them are 100% PK. Probably because for the most part removal of levels and classes for most code bases means unless you put in your own restriction system, people end up with all the skills for all classes at 100% (which i've seen alot). This causes PK, cause the mobs are now pointless to fight, the only challenge is players. > > So, ideas for formulas for learning? (I'm not asking for code, just > some ideas) > Well, we're switching from a standard circle-type class/skill/level system, to a classless system of my own design. It's purpose is actually to cause limits; we have an out-of-control remort system, and many individuals see no issues with every character having the same set of skills(all of them). First, each skill has it's own difficulty to learn, max practice, and max learn (perhaps magic one-time use items can alter these). They also have a proficiency group, a proficiency level, and prerequisite skills/spells. Basically, you get enough proficiency points to purchase a set number of groups equal to about a class*1.5 # of skills. I think if you scan the archives, i've talked more at length about this subject, so I'll save some people and not repeat it. Soon as I'm done beta testing, I'll post; until then you can see the pre-classless mud at asritya.circlemud.net/207.15.64.23 port 4001. > Also, anyone done combat with sword skills/dodge skills? I'd be > interested in your thoughts. (Didn't see anything like that on > snippets) I Put in weapon + armor types as weapon groups, like short/thrusting weapons, blunt, 1 handed swords, 2 handed swords, polearms, etc. Each group is filled with proficiency groups which corespond to an exact weapon type; scimitar, long sword, short sword, mace, flail, etc. Your proficiency level in the weapon determines the max # of attacks you can deal in a round (weapon speed modifier if we ever go turnless combat), and the skill determines bonus/detraction to thac0. Same for armor types, cloth, leather/hide, chain, etc. Prof level though determines the number of avoidance/parry sort of manuvers you have a chance at making (usually any given skill only 'works' one in 20 times, so if you have prof level 4, you have a 20% chance to get at least one of them in a round.) Skill then, increases/decreases the effective ac. So far it seems to work pretty good. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 04/10/01 PDT