[MUD-Dev] Elder Games
Benjamin D. Wiechel
strycher at toast.net
Tue Mar 16 15:04:24 CET 1999
-----Original Message-----
From: Matthew Mihaly <diablo at best.com>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: Tuesday, March 16, 1999 14:44
Subject: Re: [MUD-Dev] Elder Games
>On Mon, 15 Mar 1999, Matthew D. Fuller wrote:
>
>>
>> One of my big beefs with this course is the power differentials it gives
>> you. To make your 'older' players go for it, you either have to make it
>> attractive to them (more power), or force them into it (which just isn't
>> going to fly). As you keep adding more tiers, you have to increase the
>> power at each tier. So you end up with this massive different between a
>> 'level 1' who happens to be a '15th mort/gen/tier/whatever', and even a
>> 'level 10' on their 1st time through, to the point that the 'old' player
>> can be linkdead, and the 'new' player can be an excellent tactician, and
>> the 'new' player will still get utterly slaughtered. Is that necessarily
>> bad? No, because the 'older' player has been there, put in the time, and
>> earned their power.
>
>Is this seriously the case in most muds? A linkdead player can actually
>win against someone who isn't linkdead? *boggle*. I don't see how this is
>possible, unless you're assuming that all muds use auto-combat (which,
>thankfully, is not the case).
In CDLIB, combat was intentionally designed so that if someone went
link-dead during combat that combat would not stop, to prevent someone
from using it as a cheat to get out of combat and keep from dying. Before
players can quit, they must stop all combat. CDLIB does use an automated
combat sequence.
Strycher....
_______________________________________________
MUD-Dev maillist - MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list